## Common ground
All options describe wearable devices for augmented or virtual reality experiences, primarily worn on the head.
## Options at a glance
**8471.30 – Smart glasses (portable computer)**
- **Defining trait:** Functions as a portable computer with AR capabilities, often hands-free and voice-controlled.
- **Typical examples:** RealWear HMT-1, XREAL Beam Pro
- **Best fit when:** Used for industrial, field service, or productivity tasks requiring real-time data access and voice commands.
**8471.41 – Autonomous VR glasses (freely programmable)**
- **Defining trait:** Fully self-contained, with built-in processing, storage, and full software programmability.
- **Typical examples:** Meta Quest 3 (if fully standalone), high-end developer VR headsets
- **Best fit when:** Used for general-purpose VR applications requiring custom apps or development.
**8528.52 – VR goggles (screens perform principal function)**
- **Defining trait:** Screen-based display is the primary function; designed for immersive visual content.
- **Typical examples:** ASUS AirVision M1, HP VR100000nn, Lenovo Legion Glasses
- **Best fit when:** Focus is on high-quality visual immersion (e.g., gaming, 3D visualization).
**8543.70 – Non-programmable VR glasses (specific purpose)**
- **Defining trait:** Limited to one or a few fixed functions; not user-programmable.
- **Typical examples:** ClassVR Premium-64, educational VR headsets
- **Best fit when:** Used in schools or training for pre-loaded content like science simulations.
**9004.90 – VR viewers (lenses perform principal function)**
- **Defining trait:** Relies on smartphone or external device; lenses are the core component.
- **Typical examples:** View-Master VR, 3D VR goggles for smartphones
- **Best fit when:** Simple, low-cost viewing of mobile-based VR content.
**9504.50 – Standalone gaming VR headsets**
- **Defining trait:** Preloaded with games and OS; optimized for entertainment and gaming.
- **Typical examples:** Oculus Quest, PlayStation VR
- **Best fit when:** Dedicated to gaming or entertainment use with no need for external devices.
## Key differences
| Option | Primary Function | Programmability | Standalone? | Target Use |
|-------|------------------|-----------------|-------------|------------|
| 8471.30 | Portable computer + AR | High | Yes | Industrial/enterprise |
| 8471.41 | Full VR system | Full | Yes | General-purpose VR |
| 8528.52 | Immersive display | Varies | Yes | Visual immersion |
| 8543.70 | Fixed educational use | None | Yes | Education/training |
| 9004.90 | Smartphone viewer | None | No | Low-cost viewing |
| 9504.50 | Gaming platform | Limited | Yes | Entertainment |
## How to choose
- Is it used for industrial or enterprise tasks? → 8471.30
- Can users install custom apps or software? → 8471.41
- Is the screen the main feature, not the processor? → 8528.52
- Is it only for pre-loaded educational content? → 8543.70
- Does it use a smartphone and magnifying lenses? → 9004.90
- Is it primarily for gaming with built-in games? → 9504.50
## Overlaps & pitfalls
- **Overlaps:** A device like Oculus Quest (9504.50) may also be programmable (8471.41), but its main purpose is gaming.
- **Pitfall:** “VR goggles” can mean either screen-based (8528.52) or lens-based (9004.90). Use the principal function: if lenses are key, use 9004.90; if display is central, use 8528.52.
- **Priority rule:** If multiple options apply, choose based on the product’s MAIN function—e.g., gaming > general VR