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Google Cardboard

Google Cardboard was a virtual reality (VR) platform developed by Google, consisting of a low-cost, do-it-yourself (DIY) headset constructed primarily from folded cardboard that mounts a compatible smartphone to deliver immersive stereoscopic 3D experiences. The device featured built-in biconvex lenses to split the smartphone screen into left and right eye views for depth perception, a QR code for automatic calibration, and an optional magnetic reed switch acting as a simple trigger button for interactions. It supported both Android and iOS devices through dedicated apps and software development kits (SDKs), enabling users to access 360-degree videos, photos, and games without expensive hardware. The project originated in 2013 within Google's Cultural Institute in Paris, where engineers David Coz and Damian Henry prototyped a basic viewer to make VR accessible for exploring cultural artifacts like museum exhibits in immersive formats. Refined by a team including research scientist Christian Plagemann and product lead Clay Bavor, it was publicly unveiled on June 25, 2014, at the Google I/O developer conference as an experimental, open invitation to VR experimentation. Over the following years, Google released updated versions, such as Cardboard v2 in 2015 with improved lens holders and button mechanisms, and expanded the ecosystem with tools like VR View for embedding 360-degree content in web pages and apps. Google Cardboard played a pivotal role in popularizing mobile , shipping over 10 million units by 2017 with over 15 million units shipped by 2019 and inspiring widespread app development with more than 160 million Cardboard-enabled downloads on by that time. It facilitated innovative applications, including educational programs like Google Expeditions for virtual field trips and partnerships for branded experiences, while fostering a of third-party manufacturers producing compatible viewers. Although discontinued sales of the official Cardboard viewer in March 2021 amid a broader retreat from consumer VR hardware, the platform's SDK was open-sourced in November 2019, allowing ongoing community-driven development and support for legacy experiences as of 2025.

History and Development

Inception and Launch

Google Cardboard originated in 2013 when Damien Henry, then CTO of AudioGaming, prototyped VR viewer using and collaborated with Google engineer David Coz at the Google Cultural Institute in . Motivated by the high cost and inaccessibility of emerging hardware like the , the duo aimed to create VR viewer using everyday materials and smartphone for processing and display. Their prototype transformed enclosure into headset, incorporating biconvex lenses to enable stereoscopic viewing without requiring expensive dedicated devices. The prototype was refined by at , including research scientist Christian Plagemann and product lead Clay Bavor, leading to its public unveiling. Henry joined in 2014, allowing the project to utilize employee 20% time for further development. The project gained official backing from and culminated in its public debut at the developer conference on June 25, 2014, where it was demonstrated during the keynote to showcase accessible experiences. To spark developer interest, Google distributed approximately 6,000 Cardboard kits to conference attendees, allowing immediate hands-on experimentation with demos integrated into apps. This launch highlighted Cardboard's core philosophy of democratizing technology, emphasizing its construction from inexpensive cardboard and minimal components that could be produced for just a few dollars per unit in bulk. Central to the inception was the goal of lowering barriers to VR entry, enabling anyone with a compatible to experience immersive content without significant investment in proprietary hardware. By open-sourcing the design specifications immediately upon launch, Google invited global manufacturers to produce compatible viewers, fostering rapid adoption. Shortly after the announcement, early partnerships emerged, including with DODOcase as the first collaborator in the "Works with " program, which certified third-party viewers and accelerated production scaling. This collaborative approach quickly led to software enhancements, transitioning focus toward building a broader ecosystem.

Evolution and Discontinuation

Following its initial launch in 2014, Google Cardboard underwent iterative design updates to enhance usability and compatibility. The primary revision, version 2 (v2), was introduced in May 2015 at the conference, featuring a larger to accommodate smartphones up to 6 inches in screen size, compared to the smaller dimensions of v1. Assembly was simplified to just three steps from the original 12, making it more accessible for users without requiring additional tools like glue or precise cutting. The trigger mechanism was upgraded from v1's side-mounted magnetic ring—which interfered with phone magnetometers and was incompatible with some devices—to a universal top-mounted button using conductive material, enabling consistent input across all supported phones and improving sensor accuracy for experiences. These changes aimed to broaden adoption by addressing early limitations in build quality and device fit, while maintaining the low-cost, foldable cardboard construction. By late 2019, Google shifted strategy amid evolving VR landscapes, announcing the open-sourcing of the Cardboard design specifications, SDK, and viewer manufacturing kit on November 6. The release occurred under the Apache 2.0 license via , allowing developers and manufacturers to freely modify and distribute compatible hardware and software without Google's direct involvement. This move was intended to sustain the platform's ecosystem through community contributions, particularly for supporting diverse smartphone models and emerging VR applications, as Google noted consistent but declining usage in areas like education and entertainment. Google committed to occasional contributions, such as integrating a Unity SDK package, but emphasized the transition to a fully community-driven project. The open-sourcing announcement effectively marked the discontinuation of Google's active development and support for Cardboard as a platform, with no further official updates to the SDK planned after November 2019. This decision stemmed from broader challenges in mobile , including user resistance to dedicating smartphones to sessions—which isolated them from other apps—and insufficient to sustain . Cardboard's inherent limitations, such as the absence of advanced head tracking, positional sensing, and prolonged comfort compared to dedicated high-end headsets like those from , further diminished its viability as technology advanced. Google's pivot toward more sophisticated platforms, initially for mid-range and later AR initiatives like , accelerated the phase-out, culminating in the cessation of official hardware sales from the in March 2021 and the removal of APIs from 11. Despite this, the open-source nature has enabled third-party continuations, preserving Cardboard's legacy as an entry-level entry point; community-driven development persists, with third-party apps and educational applications continuing, and a 2023 highlighted its use in .

Design and Hardware

Viewer Components and Specifications

The Google Cardboard viewer is composed of a foldable structure primarily made from E-flute cardboard, which is lightweight and measures approximately 1.7 mm in thickness for durability while maintaining flexibility for assembly. This material forms the core chassis, a protective "T-shirt" , and a component, all designed to house a without requiring batteries, as the device relies entirely on the phone's power and sensors. The build emphasizes simplicity and cost-effectiveness, using additional elements like hook-and-loop fasteners (typically 20 mm x 30 mm strips) and a (76 mm x 6 mm) to secure the phone snugly within the viewer. The v1 viewer used 25 mm diameter biconvex lenses, while the v2 version improved to 34 mm diameter lenses, typically constructed from PMMA (polymethyl methacrylate) with a refractive index of 1.492 and Abbe number of 57.4, to minimize optical distortion and create the stereoscopic VR effect. These lenses have a focal length of 45 mm and are positioned to provide an interpupillary distance (IPD) of approximately 64 mm (±0.5 mm) in the v2 design, accommodating average adult eye spacing without mechanical adjustment in the official specification. The lenses support a designed field of view (FOV) of about 80 degrees (perceived stereoscopic FOV approximately 80-90 degrees depending on device), with eye relief of 18 mm and a pupil diameter of 15 mm to ensure comfortable viewing. A QR code printed on the viewer enables app-based calibration for lens distortion and precise FOV adjustment based on the specific build. Interaction is facilitated by a , which can be either a magnetic using ring and ceramic disk magnets (19 mm diameter, 3 mm thick) or a capacitive touch button made from conductive metallized fabric with low surface resistivity (<0.03 Ω/sq). The v2 iteration introduced minor enhancements for compatibility, supporting smartphones with screens from 4 to 6 inches and built-in gyroscopes for head-tracking, while maintaining a screen-to-lens distance of around 39 mm. Safety and compatibility standards prioritize optical quality to reduce edge distortion and prevent , with lens modulation transfer function () targets of at least 60% on-axis and 20% within ±25° FOV. The design adheres to open-source guidelines that ensure broad device through the SDK, without mandating specific electronics beyond the phone's capabilities.

Assembly and Operation

Assembling the Google Cardboard viewer begins with the die-cut cardboard template, which users fold along pre-scored lines to construct the main and protective , ensuring precise to maintain structural and optical . The two biconvex lenses, 34 mm in diameter for (25 mm for ), are then inserted into the designated slots on the front , with their centers positioned 64 mm apart to accommodate standard interpupillary distances. Finally, the holder is attached by securing strips or an elastic band (76 mm x 6 mm) to the rear flap, allowing the device to grip phones securely while positioning the screen 39 mm from the lenses for optimal . To operate the viewer, insert a compatible into the holder with the screen facing the lenses, adjusting the position to center the display and maximize the field of view, which is designed at 80 degrees (perceived approximately 80-90 degrees depending on the phone model). Launch a Cardboard-enabled application via the Google Cardboard app, which prompts scanning the viewer's to calibrate settings; the phone's built-in and then enable head-tracking for immersive navigation, allowing users to look around virtual environments by tilting their head. Interactions within apps rely on simple input methods, such as activating the side-mounted trigger button or magnet mechanism to simulate clicks for selections, while some applications incorporate head tilts or gazes toward specific directions to access menus or confirm actions. For common issues like interpupillary distance (IPD) misalignment causing double vision, users can generate a custom through Google's viewer profile tool, inputting their measured IPD (typically 55-75 mm) to adjust the software rendering accordingly. Usage guidelines emphasize to prevent discomfort, recommending sessions limited to under 10-15 minutes with 10-15 minute breaks to minimize cybersickness, particularly on low-end mobile setups where narrower fields of view may exacerbate through increased head movements. Always position the phone centrally and ensure a well-lit for initial setup to avoid errors.

Software and Ecosystem

Cardboard Platform and SDK

The Cardboard software development kit (SDK) was released in December 2014 for Android and the Unity game engine, allowing developers to build virtual reality (VR) applications with support for both native Android development and Unity integration. This initial release focused on enabling stereo rendering for binocular disparity and head tracking via the smartphone's inertial measurement unit (IMU) sensors, including gyroscope and accelerometer, to simulate natural head movements in VR environments. An iOS version of the SDK followed in March 2016, extending compatibility to Apple's ecosystem while maintaining similar core functionalities. Central to the platform were Google VR (GVR) services, which handled immersive full-screen mode to block distractions and prevent accidental exits from VR content, alongside real-time lens distortion correction—typically barrel distortion—to counteract the optical aberrations introduced by the viewer's biconvex lenses. These features leveraged the phone's sensors for orientation-based input, ensuring cross-platform compatibility between and without requiring additional hardware beyond a compatible . The SDK emphasized simplicity, supporting essential VR mechanics like controller-free gaze-based interactions through head orientation. Over time, the Cardboard SDK evolved as part of the broader GVR framework, with updates enhancing stability and viewer profile support for diverse displays. By , integration opportunities with emerged, enabling developers to incorporate elements into VR apps, though the platform's tracking remained confined to basic 3 (3DoF) rotational movements, excluding positional (translational) data for full 6DoF experiences. Developer tools included sample applications demonstrating core implementations, detailed guidelines for rendering 360-degree videos and creating straightforward interactive scenes, and utilities for customizing distortion parameters based on specific viewer designs. In November 2019, issued a deprecation notice for active development of the GVR SDK components tied to Cardboard, opting instead to open-source the project for ongoing community contributions. The open-source Cardboard SDK has continued to receive updates, with version 1.25.0 released in May 2024.

Compatible Applications and Features

The official Google Cardboard app, released in 2014, remains available for users, serving as a primary entry point, offering a demo viewer for immersive 360-degree photos and videos, integration with for 360-degree content playback, and a gallery mode for viewing personal or shared media. This app facilitated quick setup of compatible viewers and discovery of VR experiences, enabling users to explore basic virtual environments without additional hardware beyond a . A wide array of third-party applications expanded the platform's appeal, with over 1,000 apps available by early 2016, covering , , and . Notable examples include VR Roller Coaster, which simulates thrilling rides in 360-degree environments, and Titans of Space, an educational tour guiding users through the solar system and nearby stars with narrated planetary facts. Basic versions of VR also supported Cardboard, allowing users to navigate global landmarks and terrains via head movements in a stereoscopic view. At its core, Google Cardboard applications relied on split-screen stereoscopic rendering to create a effect by displaying slightly offset images to each eye, combined with head-tracked navigation using the smartphone's and for 3 (3DoF) orientation. The platform also incorporated simple audio spatialization, where sounds adjusted based on head direction to enhance immersion, as enabled by the underlying SDK. However, it lacked advanced capabilities such as 6DoF positional tracking or hand-tracking interactions, restricting experiences to rotational viewing without full-body movement or controller input. These features democratized VR through free or low-cost applications, many available at no charge on app stores, which promoted accessible exploration of virtual worlds, educational content like space tours, and entertainment options such as simulated rides, all without requiring expensive dedicated hardware. This approach lowered , allowing millions to engage with on everyday smartphones for casual learning and leisure.

Google Jump

Google Jump is a 360-degree video capture system developed by to facilitate the creation of immersive virtual reality content compatible with the Cardboard viewer. Announced in May 2015 at the developer conference, it features a spherical camera rig composed of 16 synchronized Hero4 Black cameras arranged at 22.5-degree intervals to record stereoscopic footage covering a full 360-degree . Accompanying the hardware is the Jump Assembler, a cloud-based software tool that automates video stitching, stabilization, and basic editing to produce seamless, high-quality videos with minimal manual intervention. Designed for integration with Google Cardboard, Jump-produced videos are viewable in immersive 360-degree format through the , which supports head-tracked playback to allow users to explore scenes by moving their device within the viewer. This compatibility enables low-cost experiences, as the stitched videos are uploaded to for automatic processing into VR-ready formats that respond to Cardboard's orientation sensors. The system emphasized ease of use, with hardware synchronization ensuring aligned captures and software handling complex tasks like correction for 3D depth. Jump found primary applications in documentary filmmaking and live event coverage, where its automated tools enabled creators to produce engaging, interactive VR narratives. For instance, media outlets like employed the rig to capture immersive documentaries, while production teams documented live events such as the 2016 Republican and Democratic National Conventions, offering viewers panoramic, stereoscopic perspectives. The software suite further supported advanced features like spatial audio integration and object removal during stitching, enhancing professional workflows for 360-degree content creation. The original Jump rig was phased out by 2017 as Google shifted focus to higher-resolution 8K 360-degree capture systems, such as the Yi Halo array with 17 cameras optimized for the Assembler. This evolution addressed limitations in resolution and processing for emerging demands. The platform's cloud services were fully discontinued in June 2019, prompting Google to notify users to export their data, though the open-source camera design and core assembler concepts continued to influence community-driven production.

Google Expeditions

Google Expeditions was announced in May 2015 and launched in September 2015 as a free mobile app enabling teachers to lead immersive virtual field trips for students using (VR) on smartphones, with (AR) features added in 2017. The app allowed educators to guide classes synchronously through pre-curated experiences, with teachers controlling the narrative via a tablet while students viewed content individually. By 2019, the platform had expanded to over 1,000 VR and AR experiences, encompassing educational journeys such as explorations of Mars' surface or reconstructions of . The app integrated seamlessly with Google Cardboard viewers, leveraging the device's built-in smartphone sensors for head-tracking to deliver interactive 3D 360-degree tours that simulated presence in remote or historical environments. In AR mode, users could project digital overlays—like anatomical models or architectural elements—directly onto the physical classroom without needing a headset, promoting collaborative viewing on shared screens. Distribution emphasized accessibility in educational settings through Google's Expeditions Pioneer Program, which partnered with schools worldwide to supply subsidized kits including 30 Cardboard viewers, compatible phones, and charging accessories. These initiatives enabled low-cost deployment, with kits often provided at no or reduced cost to participating institutions. By 2018, the program had reached millions of students across multiple countries, facilitating countless sessions. The platform evolved toward AR prioritization starting in 2018 with the release of a dedicated Expeditions AR app, reflecting a broader shift as VR hardware like faced declining support. By 2019, emphasis on AR grew amid 's phase-out, leading to the eventual discontinuation of VR features in Expeditions by 2021, after which remaining content, including many VR tours, migrated to the platform, where it remains accessible as of 2025.

Partnerships and Distribution

Licensed Manufacturers

The Google Cardboard project began in 2014 as an open-source initiative, allowing third-party manufacturers to produce compatible viewers by following publicly available design specifications released by at its I/O developer conference. In April 2015, introduced the "Works with Cardboard" certification program to ensure viewer compatibility with Cardboard-enabled apps, requiring manufacturers to meet specific technical standards for lens quality, inter-pupillary distance adjustment, and integration for device calibration. By 2016, dozens of third-party manufacturers had adopted the open specifications, contributing to over 5 million viewers shipped worldwide in the platform's first 19 months. Notable examples included DODOcase, which produced an estimated 20% of all headsets through custom kits and partnerships, and , which collaborated with to launch the VR viewer—a plastic-hybrid device certified under the program for child-friendly use. Merge VR also emerged as a key player, offering a cushioned headset variant compatible with apps and emphasizing educational content. All certified viewers adhered to Google's Manufacturer Kit guidelines, which specified open-source dimensions for foldable , biconvex lenses with 45mm , and optional enhancements like magnetic triggers for interaction, while allowing variations in materials such as reinforced or hybrid plastics for durability. Production was predominantly outsourced to facilities in , enabling low-cost units priced between $5 and $15, with many incorporating basic safety features like non-toxic coatings and adjustable straps to meet general and skin contact standards outlined in the kit. Following 's discontinuation of official support in 2019—when it fully open-sourced the Cardboard SDK and ceased —third-party production persisted using the public designs, though without ongoing certification or endorsement from after the halted viewer sales in March 2021, and continues as of 2024 with third-party companies producing and selling compatible viewers.

Promotions and Accessibility Efforts

Google Cardboard was prominently promoted through free distribution at major tech events, beginning with the handover of approximately 6,000 kits to attendees at 2014, which helped spark initial interest in low-cost . The following year at 2015, Google unveiled an updated Cardboard design supporting larger smartphones up to 6 inches, further emphasizing its role in democratizing VR access during developer sessions and demonstrations. Additional promotional bundles paired Cardboard viewers with Nexus smartphones, such as select and 6P purchases in European markets like and the , where buyers received a complimentary POP! Cardboard edition to encourage immediate VR experimentation. Airline partnerships extended Cardboard's reach into experiential marketing, notably with in 2016, which integrated Google Cardboard viewers and Street View technology for immersive cabin tours during flight launches, allowing passengers to preview premium seating virtually. Demonstrations at industry events like CES and MWC showcased Cardboard's versatility; for instance, attendees at CES 2016 received units during keynotes for hands-on VR trials, while MWC 2017 featured Cardboard in interactive exhibits like Ericsson's robot rides, highlighting its compatibility with emerging tech. Collaborations with media brands, such as Channel's 2015 VR app launch, provided themed content like shark encounters and survival scenarios optimized for Cardboard, often bundled with custom viewer designs to enhance engagement. Accessibility efforts centered on educational outreach, with Google donating or supplying Cardboard kits through the Expeditions program to schools and museums worldwide, enabling virtual field trips to sites like the or the for students in resource-limited areas. The platform's design using inexpensive and basic smartphone lenses prioritized inclusivity for developing regions, where high-end hardware was prohibitive, allowing broad adoption without specialized equipment. By early 2017, these initiatives contributed to over 10 million units shipped globally, underscoring its success in expanding to diverse audiences beyond traditional tech markets. Licensed manufacturers scaled production to support such widespread distribution, ensuring affordable availability.

Reception and Legacy

Critical and User Response

Google Cardboard was widely praised for its affordability and ease of use, democratizing access to experiences. In a 2014 article, The Verge described it as an innovative approach to "low-cost ," enabling users to transform compatible smartphones into headsets with minimal assembly. A 2015 hands-on review from the same publication highlighted its "surprisingly high-quality " despite the simple construction, noting it as an effective entry point for immersion. Users echoed this enthusiasm, appreciating the straightforward setup and the sense of wonder from basic immersive content like 360-degree videos. Critics, however, pointed to its limitations in comfort and functionality for prolonged sessions. The headset's lightweight design often proved uncomfortable for extended use, lacking adjustable straps or padding found in more advanced devices like the . Additionally, its basic head-tracking capabilities frequently induced due to and limited , with a 2015 Wired analysis noting that "many people will still feel motion sick if they spend too much time in the headset." Media outlets like Wired also characterized it as somewhat gimmicky compared to premium systems, emphasizing its role as a novelty rather than a robust platform. Adoption metrics reflected strong initial interest but suggested challenges with sustained engagement. By early 2017, Google had shipped 10 million units, alongside 160 million downloads of compatible apps. Sales estimates reached over 15 million units worldwide by 2019, underscoring its popularity as an accessible gateway. However, retention appeared low, as many users treated it as a short-lived novelty rather than a daily tool, with reviews indicating enthusiasm waned after initial trials. The project earned recognition for its innovative approach to mobile VR. In 2015, it received Fast Company's Innovation by Design Award in the Product Design category for creating a low-cost viewer that utilized smartphones for immersive experiences.

Impact on VR Accessibility

Google Cardboard significantly democratized virtual reality by igniting a mobile VR boom, making immersive experiences accessible through everyday smartphones rather than expensive dedicated hardware. Launched in 2014, it inspired competitors such as Samsung's Gear VR, which adopted a similar phone-based design to capitalize on the growing interest in affordable, untethered VR solutions. This shift encouraged an explosion of 360-degree content on platforms like YouTube, where creators rapidly produced panoramic videos optimized for simple viewers, broadening VR's reach to millions of users without specialized equipment. In education and social contexts, Google Cardboard enabled adoption in underserved areas by leveraging low-cost materials and widespread ownership, fostering inclusive learning experiences. Programs like Google Expeditions, built on the platform, facilitated virtual field trips that enhanced student engagement, with studies reporting improved motivation and knowledge retention in diverse settings, including those with limited resources. These initiatives particularly benefited remote or low-income communities, where traditional VR hardware was prohibitive, allowing teachers to introduce immersive simulations on topics from history to . By reducing the entry barrier for from over $300 for high-end headsets to under $10 for a basic viewer, Google Cardboard addressed key hurdles, enabling widespread experimentation with the technology. However, its lightweight cardboard construction highlighted ergonomic challenges, such as discomfort from prolonged holding, nose pressure, and limited adjustability, underscoring the need for more durable and user-friendly designs in future iterations. Following its official support discontinuation in 2019, Google Cardboard's open-source design has sustained its legacy through ongoing DIY projects, where enthusiasts continue to adapt and build custom viewers using freely available specifications. This accessibility has influenced Android's broader ecosystem by 2025, with integrations like Cardboard compatibility in open XR runtimes such as Monado, supporting low-cost mobile within emerging Android-based XR platforms.

Successors and Broader Evolution

Daydream View Platform

Daydream View served as the primary hardware component of Google's Daydream virtual reality platform, introduced as a more advanced successor to the low-cost Google Cardboard viewer. Announced at the developer conference in May 2016, it featured a premium, lightweight design covered in breathable fabric for enhanced comfort during extended use, along with an integrated for intuitive interactions. Priced at $79 upon its November 2016 launch, the headset was available through the and select retailers in multiple countries. Key hardware improvements in Daydream View focused on performance and immersion, achieving motion-to-photon latency below 20 milliseconds to minimize and deliver fluid experiences. It supported 360-degree rotational head tracking (3 , or 3DoF) using the smartphone's sensors for both the headset and controller, leveraging the inserted smartphone's sensors, cameras, and processors. Compatibility was limited to Daydream-certified Android devices, initially including smartphones and select Nexus models like the , ensuring consistent high-frame-rate rendering and low-latency input. The accompanying software provided a dedicated environment within , featuring a standalone with over 50 optimized titles at launch, including immersive video players and games. Services like and offered native apps, enabling users to stream 360-degree videos and theater experiences directly through the headset. To maintain quality, the enforced strict for participating phones, verifying hardware capabilities such as and accuracy. Google iterated on the hardware with a second-generation View in October 2017, incorporating refinements like a heat-dissipating phone cradle, expanded via new lenses, and adjustable top straps for superior comfort and fit. Despite these advancements, the platform faced declining support as mobile VR interest waned; Google discontinued sales of View and ceased new development in October 2019, aligning with the broader phase-out of Google Cardboard initiatives. Existing apps and hardware remained functional on compatible devices for some time thereafter.

Post-Discontinuation Developments

Following the discontinuation of the platform in 2019, Google fully ceased support for its mobile ecosystem by 2021, including halting new hardware compatibility and app development for phone-based VR headsets. This shift marked a strategic pivot toward (), with enhancing its platform to enable developers to build AR experiences across devices, building on earlier efforts like Project Tango. During this period, partnerships such as the 2018 collaboration with for the Mirage Solo—a standalone Daydream-compatible headset—highlighted Google's brief exploration of independent VR hardware, though support ended with the broader platform shutdown. From 2022 onward, Google's VR and AR efforts evolved further, culminating in the announcement of the at , which integrates capabilities into Android devices with a strong emphasis on glasses rather than smartphone-dependent . The platform, first previewed in December 2024, supports AI-driven features like integration for on lightweight wearables, signaling a departure from low-end, phone-slotted toward more seamless experiences; it entered developer preview with collaborations including and for upcoming XR headsets and glasses, with first devices anticipated in 2025. Despite official support ending, the Google Cardboard project persists through its open-source SDK, enabling third-party developers to maintain and create compatible apps for and devices as of 2025. Cardboard's legacy as a in accessible mobile has indirectly shaped features in standalone headsets like Meta's Quest series, which adopted phone-like processing and sensor-based tracking to enable untethered experiences. As of 2025, Google treats as legacy technology, redirecting resources to AI-enhanced solutions, such as Gemini-powered under XR, over affordable VR viewers.

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