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Consumer AR/VR Headsets Focus on Nontraditional Optics

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With their eyes on consumer markets, designers of augmented and virtual reality technologies work to resolve long-standing challenges with freeform optics and precompetitive research.


The promise of commercial augmen-ted and virtual reality (AR/VR) technologies seems always to be just around the corner. Nearly three decades have passed since the Sega Corporation announced its Sega VR gaming headset, which was one of the first of its kind. But the Japanese company could not produce it in volume for home use. North Inc.’s Focals glasses allow wearers to discreetly view notifications from their smartphones. Courtesy of North Inc. Despite enthusiasm for such

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Photonics Spectra
May 2019
The combination of two or more signals for transmission along a single wire, path or carrier. In most optical communication systems this is referred to as wavelength division multiplexing, in which the combination of different signals for transmission are imbedded in multiple wavelengths over a single optical channel. The optical channel is a fiber optic cable or any other standard optical waveguide.
eye box
The area in a 2-D or 3-D microdisplay viewer within which the eye can move and still see the entire image.
augmented realityvirtual realityARVRheadsetAR headsetfreeform opticsSega CorporationgamingHong Huamultiplexingeye boxvergence-accommodation conflictVACStefan AlexanderwearablesFocals glassesOptical Design ChallengeGuanjun TanPancharatnam-Berry phase lensesUniversity of ArizonaUniversity of RochesterJannick RollandLighTopTechFacebook Reality LabsUniversity of North CarolinaUniversity of Central FloridaFeatures

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