It’s possible that a new wearable gadget might alleviate some of the weight of a virtual reality headgear. Motorola and Verizon’s 5G Neckband
VR’s greatest issue may have a solution, according to a new wearable gadget revealed by Motorola and Verizon this week. To reduce the weight of headsets, the “5G Neckband” has been designed to house all of the essential connection and power supply components in a single collar.
If you’re looking to get rid of some of your VR headset’s computational power, the 5G Neckband is a corded, pendant-like gadget that includes a 5G antenna. Verizon’s vice president of technology, Brian Mecum, told Engadget that the company is working on making 5G wearable.
While Engadget claims that a Snapdragon 8 Gen 1 CPU powers the band’s core pendant, those measurements don’t match up with the actual weight or size of the device. It has a 5,000mAh battery, a touchpad, and a slew of motion sensors for added convenience. For mobile usage, the gadget contains a SIM card port in addition to the 5G antenna. As long as I’m not wearing the lanyard-like attachment outside of the house, I’m OK with it). (Sorry, it has a freshmen feel.)
The 5G Neckband contains a “trapezoid-shaped module” on the back that weighs 2.6 ounces and holds an extra antenna and stereo loudspeakers, according to Engadget’s article on the product. Coaxes and signal lines appear to link the rear module to the front-facing pendant.
Even the greatest VR headsets, like the Oculus Quest 2 (or Meta Quest 2, whatever), have battery life and comfort issues that make them unsuitable for extended use. The built-in power bank in the $99 Oculus Quest 2 Elite Strap tries to improve battery life, but at the cost of comfort. Weight is still a key concern when it comes to mainstreaming VR headsets.
However, the 5G Neckband isn’t simply for use with VR headsets. It’s also an expression of empathy for those who use mixed-reality goggles. Lenovo’s ThinkReality A3 smart glasses are displayed in the photographs of the 5G Neckband. Motorola’s parent company is Lenovo, which makes it an ideal VR/AR partner for Verizon’s mmWave 5G network in the VR/AR area.
Even yet, I don’t expect headsets and smart glasses to fundamentally change our perception of reality any time soon. In any case, Apple’s rumoured mixed-reality headgear is threatening to alter that with its practical uses and strong connectivity with Apple’s current products. Again, I’d be concerned about the headset’s weight impacting my technique or stamina when working out in virtual reality.
As Motorola and Verizon’s VR headgear suggests, I can envisage shifting the weight to a more solid area of my body, such as my neck and shoulders. In the metaverse, it’s impossible to tell which is more fashionable: a fanny pack or this.
It’s hard to get a foothold in the metaverse. Facebook’s Meta makeover has reignited interest in virtual reality and augmented reality. VR headsets have previously been tried and failed by major tech firms like Google and Samsung, LG and Alcatel. Only Oculus, Valve, HTC, and Sony are still standing owing to the popularity of VR gaming.
Nevertheless, Motorola and Verizon think they have found a solution to the primary issue holding back general adoption of VR headsets: their excessive weight and complexity. For the first time, the businesses have shown a “5G Neckband” today, which they say would enable headset producers to concentrate on making their displays light and comfy rather than worrying about connection and processing.
A ThinkReality A3 headset (from Motorola’s parent firm Lenovo) can be seen in the images and schematics sent to Engadget, but the neckband may be used with other glasses as well. In the future, heads-up displays may be powered by a collar and pendant instead of a head unit. With 5G antennas built throughout, it’s meant to make those experiences more portable. Tech VP Brian Mecum told Engadget that Verizon is working on making 5G wearable.
It seems like a combination of a lanyard and a hefty necklace, depending on the photographs I’ve seen. Companies claim that the cord around your neck connects magnetically, and a card-sized module hangs from the centre of it. Qualcomm’s Snapdragon VR platform and Microsoft’s Remote Network Driver Interface are both compatible with the most recent edition, which is black with a red barrel on the right side for headset connection (RNDIS). Additionally, it has USB-C and DP1.4 ports.
Companies claim that the front pendant is 54mm wide and features a Snapdragon 8 Gen 1 CPU, 5,000mAh battery, touchpad, SIM card port, and a charging light indication. It weighs 3.5oz (100g) and measures 2.1×3.8inches (54x97mm). In addition to the 5G antennas that run the length of the neckband, it has a bevvy of sensors including a gyroscope, accelerometer, barometer, and GPS. At the rear, a trapezoid-shaped module with antenna and dual loudspeakers weighs 2.6 ounces (75 grammes). Coaxes and signal lines connect the two, according to firm representatives.
In the words of Motorola’s general manager of product innovation Jeff Snow: “We wanted it to be relatively unrecognisable to the user.” In order to use these glasses, they need a smartphone that is constantly linked to them.
However, Mecum hinted that the two companies were in negotiations with “big partners,” including “existing established retail channels, who are doing things in AR and VR,” over price and availability. “Some sports leagues” and “something significant with education” were also stated by him.
Mecum said, “We took a smartphone and blew it up around your neck.” For him, new computing platforms and form factors aren’t introduced to the industry very frequently, so this is a big deal. Is it possible to reduce the complexity and friction of huge heavy items around their heads? If we can make it easy for youngsters to learn and for individuals in sports leagues to learn, it’ll be different.
The concept of shifting some of the weight from your neck to your shoulders when you’re immersed in virtual reality is a good one. The use of belts or fanny packs to carry larger computer components has been tried by other firms as well. Motorola, on the other hand, says we should “keep tuned for additional details” about their 5G neckband, which is obviously still in its early phases. Before we can make a final decision, we’ll need to see a sample in person to evaluate the weight, latency, performance, heat produced, and general comfort of this gadget. For the time being, the neckband serves as a sign that certain VR and AR headset manufacturers are aware of some of the challenges and are working on solutions. I’m afraid that if the design doesn’t improve in the next few versions, we may all be bound to look stupid in our metaverse gear.

