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  2. I tried Snap's AR glasses, Spectacles. They're a good start ...

    www.aol.com/news/tried-snaps-ar-glasses...

    Snap invited me to try their new Spectacles AR glasses. They're only available to developers, but the smart glasses have some fun features. I tried Snap's AR glasses, Spectacles.

  3. I tried out Meta's Orion AR glasses. I'd buy them in a ... - AOL

    www.aol.com/tried-metas-orion-computer-glasses...

    Each pair of glasses reportedly costs Meta $10,000 to make, and the company says it needs time to get them to a price that makes them plausible — think something in the $1,000-ish range, like a ...

  4. The Best Smart Glasses To Experience the Future Now - AOL

    www.aol.com/best-ar-smart-glasses-2023-160600705...

    AR-enabled smart glasses, for instance, can overlay digital content directly in your field of vision. Unlike traditional screens, you look through these glasses, leaving your hands free to ...

  5. Smartglasses - Wikipedia

    en.wikipedia.org/wiki/Smartglasses

    Synesthesia concept smartglasses: such as for deaf persons - converting audio frequency & volume respectively into color & brightness display (presented on the periphery of visual field - so as not to interfere with ordinary visual perception); and for blind persons - converting color & brightness respectively into audio frequency & volume ...

  6. Ray-Ban Meta - Wikipedia

    en.wikipedia.org/wiki/Ray-Ban_Meta

    Unlike other smart glasses, the Ray-Ban Meta glasses do not include any HUD or AR head-mounted display. Meta announced them on September 27, 2023. Meta announced them on September 27, 2023. They use a Qualcomm Snapdragon AR1 Gen1 processor, upgrade of the cameras to 12 MP, improved audio, livestreaming to Facebook and Instagram, and Meta AI . [ 3 ]

  7. Electronic glasses - Wikipedia

    en.wikipedia.org/wiki/Electronic_glasses

    "Electronic glasses" can also refer to electronically enhanced eyeglasses, sometimes called e-glasses, designed for users who are not necessarily visually impaired. These wearable devices use electronic technology to dynamically improve focus, adjust for available light, monitor and record health data, receive and display information, and/or facilitate control in gaming environments.