Tag: vision pro

  • Apple Vision Pro’s Eye Tracking Exposed What People Type

    Apple Vision Pro’s Eye Tracking Exposed What People Type

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    The GAZEploit attack consists of two parts, says Zhan, one of the lead researchers. First, the researchers created a way to identify when someone wearing the Vision Pro is typing by analyzing the 3D avatar they are sharing. For this, they trained a recurrent neural network, a type of deep learning model, with recordings of 30 people’s avatars while they completed a variety of typing tasks.

    When someone is typing using the Vision Pro, their gaze fixates on the key they are likely to press, the researchers say, before quickly moving to the next key. “When we are typing our gaze will show some regular patterns,” Zhan says.

    Wang says these patterns are more common during typing than if someone is browsing a website or watching a video while wearing the headset. “During tasks like gaze typing, the frequency of your eye blinking decreases because you are more focused,” Wang says. In short: Looking at a QWERTY keyboard and moving between the letters is a pretty distinct behavior.

    The second part of the research, Zhan explains, uses geometric calculations to work out where someone has positioned the keyboard and the size they’ve made it. “The only requirement is that as long as we get enough gaze information that can accurately recover the keyboard, then all following keystrokes can be detected.”

    Combining these two elements, they were able to predict the keys someone was likely to be typing. In a series of lab tests, they didn’t have any knowledge of the victim’s typing habits, speed, or know where the keyboard was placed. However, the researchers could predict the correct letters typed, in a maximum of five guesses, with 92.1 percent accuracy in messages, 77 percent of the time for passwords, 73 percent of the time for PINs, and 86.1 percent of occasions for emails, URLs, and webpages. (On the first guess, the letters would be right between 35 and 59 percent of the time, depending on what kind of information they were trying to work out.) Duplicate letters and typos add extra challenges.

    “It’s very powerful to know where someone is looking,” says Alexandra Papoutsaki, an associate professor of computer science at Pomona College who has studied eye tracking for years and reviewed the GAZEploit research for WIRED.

    Papoutsaki says the work stands out as it only relies on the video feed of someone’s Persona, making it a more “realistic” space for an attack to happen when compared to a hacker getting hands-on with someone’s headset and trying to access eye tracking data. “The fact that now someone, just by streaming their Persona, could expose potentially what they’re doing is where the vulnerability becomes a lot more critical,” Papoutsaki says.

    While the attack was created in lab settings and hasn’t been used against anyone using Personas in the real world, the researchers say there are ways hackers could have abused the data leakage. They say, theoretically at least, a criminal could share a file with a victim during a Zoom call, resulting in them logging into, say, a Google or Microsoft account. The attacker could then record the Persona while their target logs in and use the attack method to recover their password and access their account.

    Quick Fixes

    The GAZEpolit researchers reported their findings to Apple in April and subsequently sent the company their proof-of-concept code so the attack could be replicated. Apple fixed the flaw in a Vision Pro software update at the end of July, which stops the sharing of a Persona if someone is using the virtual keyboard.

    An Apple spokesperson confirmed the company fixed the vulnerability, saying it was addressed in VisionOS 1.3. The company’s software update notes do not mention the fix. The researchers say Apple assigned CVE-2024-40865 for the vulnerability and recommend people download the latest software updates.

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  • I Spent an Hour in Marvel’s Apple Vision Pro ‘What If…?’ Experience. I’m Still Not Sure Why

    I Spent an Hour in Marvel’s Apple Vision Pro ‘What If…?’ Experience. I’m Still Not Sure Why

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    On its surface, Marvel’s new “immersive story” What If…?, available to Apple Vision Pro users starting Thursday, seems like a win-win. Marvel gets to mess around with how to combine storytelling and spatial computing, and Apple gets a big-name experience to appease everyone who ponied up $3,500 for their new piece of tech.

    But having recently spent an hour or so in Vision Pro’s What If…? universe, I’m not actually sure if it’s a win for anyone outside of the big companies backing it. While it’s initially intriguing and visually complex, the more time you spend within it, the flimsier the experience becomes.

    There are great things about the Apple Vision Pro—the see-through display, for instance, or the way it seems to seamlessly track your eye movements. Marvel clearly makes the most of those pluses in What If…?, which pivots off Disney+’s popular animated series about the multiverse to ask what would happen if you, the awkward person in the big headset, were ill-advisedly chosen to harness the power of all six infinity stones. The story finds you hurtling through different dimensions, fighting alongside Marvel heroes and against Marvel villains, all while you’re comfortably seated on your couch.

    Make no mistake, What If…? is a story. All parties involved are taking care to call it that. This seems significant given that it certainly isn’t a game—or if it is, it’s one with a hell of a lot of exposition and not much playability.

    The vast majority of what you’re tasked with as a user involves hand motions: Make a fist with your fingers facing you and you’ve got a Doctor Strange-like shield. Turn your hand and extend it outward, and you’re suddenly able to control objects—literally just infinity stones, for what it’s worth—with telekinesis. You can open portals, alter the fabric of reality, seal “dangerous beings” away, and send energy blasts from your fists. These tricks, though, are all just based on a series of similar, not very engaging movements, all of which I forgot numerous times over the course of my time in the story. (Luckily, I had Apple publicists there to mind and remind me, though even then it was sometimes hard to know what I was supposed to be doing.)

    This lackluster immersion could prove to be a problem. Developed with ILM Immersive, the Lucasfilm interactive studio formerly known as ILMxLab, the What If…? experience is intended to expand Marvel Studios’ work beyond cinemas and Disney+ shows. To, as Walt Disney Studios chief technology officer Jamie Voris puts it, “understand how to tell bigger stories in these new mediums.”

    It’s hard to fathom, though, considering the Vision Pro’s somewhat anemic reception, how big of a deal What If…? could be. The headset needs more experiences, and Marvel’s been looking to move beyond its live-action offerings, but the Vision Pro’s hefty price tag puts the experience out of reach for a lot of fans. Even if it’s free, which it is, What If…? may lack the pizazz necessary to draw people in.

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  • My Life Outside of the Apple Vision Pro

    My Life Outside of the Apple Vision Pro

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    This has become a pattern: One minute he’s not wearing the headset, and the next he is. The transition would always happen unexpectedly—when I’d leave the room to jump in the shower, do my makeup in the bathroom, or get ready to go out.

    One time, after I finished brushing my teeth before bed, I walked out to the living room to find him sitting on the edge of the couch, staring into the distance with the Vision Pro firmly on his head. He was playing chess. I sat down next to him and watched in silence as he pinched his fingers and moved imaginary chess pieces through the air in multiple directions—left, right, diagonal—slowly pulling back to observe his opponent’s (a computer) next move.

    During similar interactions, I’d always ask, “Can I try?” In an attempt to persuade me to love the Vision Pro as much as he does, he’d always oblige. It’s not that I’m totally against owning my own headset, but I struggle to understand the need for it in its current form. Aside from the outrageous $3,500 price and heavy frame, I know that I’ll never reach for it as much as I do my iPhone, MacBook, or iPad. I’m content with my setup. Besides, shouldn’t that mean one per household is enough if you spend that much? Unfortunately, sharing the experience feels more like a hassle than fun.

    For starters, you have to log in to Guest Mode each time, so I’m forced to go through the 90-second calibration test every time. I also wear glasses. Technically, I’m supposed to buy the prescription Zeiss Optical Inserts. But I refuse to give Apple $150 because of something completely out of my control. It’s also annoying to think that you’d have to spend even more money if you live in a household with multiple people wearing glasses.

    I’ve also never had a problem using other headsets, like the Meta Quest 2, with glasses. And so, out of pure spite, I continue calibrating the Vision Pro with my glasses on anyway. It’s not foolproof—the internal eye-tracking cameras sometimes struggle to pinpoint where my eyes are looking. Some things, like spending time in virtual Mount Hood, watching Spiderman: No Way Home in 3D, and browsing the web on Safari, are easy. But anything that requires more precise eye-tracking, such as navigating visionOS or attempting to play a game, is a struggle.

    A Problem Shared

    When my boyfriend and I wanted to share the experience in any way, shape, or form, we’d try casting content on the TV using AirPlay. Unfortunately, a simple task like watching a movie wasn’t very successful. We tried watching Mean Girls, but because it’s on a streaming service, the content was blacked out on both the Vision Pro and the TV because of copyright.

    Meanwhile, playing a game like Fruit Ninja on the big screen is fun for only so long. Every time we wanted to switch players, we’d have to go back and forth between his profile and Guest Mode. I couldn’t help but think back to how easy this process was with a headset like the Quest 2. A few years back, when my dad, brother, and I played The Walking Dead: Saints & Sinners for a few hours together, we simply passed the headset around between the three of us and jumped into the game without having to switch profiles or tinker with the settings. On the Vision Pro, however, my boyfriend and I must’ve played for a total of 10 minutes before the whole experience started to get boring.

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  • Apple Vision Pro Review: A Little Too Far Out

    Apple Vision Pro Review: A Little Too Far Out

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    Worse is when the doorbell goes off while you’re in the Vision Pro and you have to suddenly take it off to run downstairs and answer the door. Contrary to what Apple might want, I find it odd to just keep wearing the headset as I move through my home.

    Just the other day I was installing a smart thermostat and I thought it would be helpful to wear the headset and place the installation’s video walkthrough in a virtual space next to the thermostat so I didn’t have to keep going back to my phone. Then I thought about having to wear the Vision Pro and look through the passthrough screen, which sometimes resembles a 720p display. Oh and the fact that there’s no official YouTube app yet (there is a third-party option). I just watched the video on my phone instead.

    My wife doesn’t like it when I’m wearing the Vision Pro. She says it makes me “very unapproachable,” and even though Apple has a feature called EyeSight that simulates your eyes on the exterior screen of the headset, she says it’s difficult to notice it. When she does, “It feels like I’m looking at your eyes through a screensaver.” I might be enjoying my time in the headset, but it’s isolating for her.

    I can go on and on. It’s surprisingly bulky to stuff in a backpack, not to mention the travel case Apple sells is $199 and adds even more bulk. It’s silly that the Zeiss prescription inserts cost so much, and that there’s no way to set up a second user’s profile in case someone else in the household wants to use it. (There’s just a rudimentary guest mode.) I also don’t love the faint glare on the lens that seems to only appear when you’re watching a movie or show in a dark setting.

    View from behind a grey and white virtual reality headset cushioned area around the eyes and padded strap. Device sits...

    Photograph: Julian Chokkattu

    Most of all, I’m not sure about how Apple is positioning the Vision Pro. Should the future of computing be a bulky headset strapped to our heads that isolates us from the real world? Should I walk around my home capturing spatial video of my dog all the time? Or have conversations with my wife as she stares at my digital eyes? I am sure a loyal Apple and VR fanbase is loving every minute inside the Vision Pro, but I fear the simplest barrier of having to wear a bulky thing on the head is enough to put off the vast majority of consumers.

    Yes, the Vision Pro is very much a first-gen product and one that’s not really intended for the general public—it’s more like a public developer kit. Naturally, components will get smaller, the technology will improve, and hopefully, the price will go down. The hardware is monumental, and the capabilities of the Vision Pro are incredibly impressive. But I think we are quite a ways away from the future Apple is envisioning.

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  • It’s Apparently Easy to Crack the Apple Vision Pro’s Front Screen

    It’s Apparently Easy to Crack the Apple Vision Pro’s Front Screen

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    Apple’s mixed-reality headset is selling well, but it’s embroiled in a new mystery that’s proving tough to crack.

    As first reported by MacRumors, some customers have discovered a mysterious crack appearing vertically down the center of the front-facing screen on their Vision Pro headsets. The reports have come from only a small number of users, most of them talking about it on Reddit, which can be an unreliable source. That said, Engadget reports that the same crack has occurred on its review unit. The folks affected say they haven’t mishandled the devices—there’s been no dropping or smashing that could create the crack in the laminated glass screen. So it’s not yet clear what exactly is causing the problem, or whether it actually affects the performance of the Vision Pro.

    WIRED reached out to Apple to ask about the cracks on the Apple Vision Pro’s front screen and what could be causing them, but the company hasn’t responded.

    Apple has chosen to make its first headset out of premium materials like aluminum and glass that have resulted in the device being both heavy and less durable. For an example of how it stands up to stress, take this video of YouTuber JerryRigsEverthing absolutely demolishing an Apple Vision Pro headset. (Spoiler alert: It doesn’t do well if you set it on fire.)

    Here’s some other consumer tech news.

    Apple Sports a New App

    This week, Apple announced a dedicated app for sports lovers. It’s called—wait for it—Apple Sports. The app is free on iOS, and it gives iPhone users access to real-time sports scores. It can be used to track scores and stats from some professional and college leagues, like Major League Soccer, NBA and NCAA basketball, Premier League soccer, and NHL hockey. Notably missing are other sports giants like the MLB, NFL, NCAAF, NWSL, and WNBA, though Apple says those leagues are coming to the app soon for their upcoming seasons.

    The app lets users filter and customize the scoreboards to show their favorite teams. It’s also meant to push users toward watching games on Apple TV, with the inclusion of a “Watch on Apple TV” button in the app. While the iPhone app is free, streaming the games usually requires a subscription.

    Apply PC Games Directly to the Forehead

    In other VR news, Sony says it is testing out making its newest VR headset compatible with PC games. Sony’s PS VR2 came out a year ago, and while it’s a fun, powerful device, it received some criticism for requiring a tethered connection to a PS5 console. Now, Sony is exploring the idea of letting players utilize the headset for gameplay on PCs as well.

    The announcement was buried a few paragraphs into an update about new games coming to Sony’s console platform. The company didn’t share any details about which PC games it is testing on PS VR2, or when such a feature might become available.

    Still, it’s a welcome cross-platform move that may bring Sony a step closer to ending the console wars. That’s probably not the company’s immediate goal here, but it is not the first move by a gaming company on the interoperability front. Last week, the Xbox team announced that several of its previously exclusive console games will soon be made available on other platforms like PlayStation and the Nintendo Switch.

    What Are You Dune 2 Night?

    Swiss luxury watchmaker Hamilton has unveiled two new timepieces inspired by director Denis Villeneuve’s upcoming Dune sequel. As you might expect, they look like something that’s arrived straight from Arakkis. (That’s the Dune planet.) The exterior is a rugged matte black, with bright blue numbers and watch hands meant to evoke the color of the eyes of the Fremens. (They’re the Dune people.) The triangular shape of the case is an evolution of Hamilton’s Ventura model, which was first introduced in the 1950s.

    The Ventura XXL Bright costs $1,810 and is limited to 3,000 total units. The Ventura Edge Dune watch is $2,553 and is limited to 2,000 total pieces. Dune: Part Two opens next Friday, March 1.

    Tech Trouble

    It’s a rough time to be in the tech industry for a lot of workers, especially those who have been swept up in the great wave of layoffs that have happened so far this year. In a matter of weeks, tens of thousands of tech workers lost their jobs. Companies of all sizes have made cuts recently, including Google, Amazon, Discord, and Instacart. It’s a stark shift for an industry that grew by enticing employees with extravagant campuses and benevolent benefits. Now, faced with a glut of job seekers, companies have gotten very particular about who they hire. It’s harder than ever to land a tech job, and both sides of the interview table are getting creative about how they approach the other. (Yeah, they’re probably all using AI.)

    This latest episode of WIRED’s Gadget Lab podcast dives into the plight of tech workers, and how getting a job and keeping one have become much more precarious.

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