Vision +
2021A smartphone screen is pull — you decide when to open it. A persistent AR overlay is push — it's always in your field of view, always mediating reality. That changes the interaction model entirely.
Vision+ simulates that future. I built an always-on AR interface on Meta Quest 2 to prototype one specific question: if your attention is constantly available to the system, who controls the terms?
- Designed and built the attention-to-credits economy end-to-end: earning rules, gaze thresholds, cooldowns, anti-abuse logic, two spend flows (ad filter / alternative content).
- Hand tracking only — no controller. The design decision: if the interface lives in your field of view permanently, the friction of picking up a controller breaks the premise.
- 72 FPS hard constraint. Profiled and optimized on-device via Meta Profiler: baked lighting, LODs, lightweight particles.
Concept
The credit system is inspired by BAT (Basic Attention Token / Brave browser) — the idea that attention has measurable value and that value should flow back to the user. Here it's a UX mechanism: every transaction between you and the system (what's tracked, what it's worth, what you can do with it) is made explicit and actionable.
Tech
Unity/C# — MRTK — Meta Quest 2 standalone. Credit scoring via raycast intersections on sponsored UI panels. Head-locked FOV UI with smoothing. Full MRTK hand tracking: buttons, touch panel, slider, near-interaction colliders.