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Hands-on with HoloLens: On the cusp of a revolution

arstechnica.com

21–30 of 94 posts

Re: Hands-on with HoloLens: On the cusp of a revolution

#21
I played with Hololens at Build this week. I believe, after seeing it, using it, and even developing a little with it, that this device is truly revolutionary, and Google is wasting its money in Florida.

I shook my head back and forth like a dog trying to dry itself off, and the images I saw barely wiggled. The images are bright enough to completely occlude reality. The software dev stuff is from MS, so it is polished, simple, and powerful.

Voice recognition on the device, for example, is just handled by calling the voice functions in the core library, then GIVING IT A STRING. It listens for this plain text string. That's it. Sooooo simple and powerful.

Re: Hands-on with HoloLens: On the cusp of a revolution

#22

I believe that this has way more chance to revolutionize human/computer interaction than anything Occulus is doing. Outside of specific areas (like gaming and certain types of video based entertainment), this type of AR/MR is much more useful than Rift style VR. You can interact with others, your environment, and other systems without the isolation or nausea of VR. On top of that, being able to supplement the real wo…

I think these are two fundamentally different things: AR, as would suggest, augments reality. VR however allows for creation of a completely synthetic reality. Reality can then be anything and you're liberated from reality.

So fundamentally VR has more potential than AR. Things like nausea may take some time to work out but they're not unsolvable. For example, if the issue is the disconnect between the acceleration/orientation sensors in your ears and the virtual reality we can just bypass those sensors and inject a signal directly into the relevant nerves. It might even be possible to do this through the skin in combination with training. The frame rate/resolution issues will also improve until eventually virtual reality will be indistinguishable from reality (ignoring tactile input for a sec). Sure physical movement in this environment is another problem. But the end game is something that is simply incredible/unimaginable.

With AR- sure you can add more synthetic information over reality. You still have tactile challenges (you can't touch it or interact with it). It is very difficult to combine seamlessly with the outside environment to make it more than just a fancy heads-up-display.

Not saying AR isn't cool and full of potential but I don't think we can compare its potential with VR. VR is the holodeck... AR is ... a heads-up display? Not to mention the need to carry AR with you wherever you go if you want to use it in the "real world", power it, compute, etc.

EDIT: One more thought while I'm at it. You can always inject the real reality into VR and thus make it AR but you can't remove reality from AR... Or if you could the two would basically merge. So AR can be seen as VR with "transparency" ... And VR is a superset of all ARs where you can't completely remove reality.

Re: Hands-on with HoloLens: On the cusp of a revolution

#23
post #22

I believe that this has way more chance to revolutionize human/computer interaction than anything Occulus is doing. Outside of specific areas (like gaming and certain types of video based entertainment), this type of AR/MR is much more useful than Rift style VR. You can interact with others, your environment, and other systems without the isolation or nausea of VR. On top of that, being able to supplement the real wo…

I think these are two fundamentally different things: AR, as would suggest, augments reality. VR however allows for creation of a completely synthetic reality. Reality can then be anything and you're liberated from reality. So fundamentally VR has more potential than AR. Things like nausea may take some time to work out but they're not unsolvable. For example, if the issue is the disconnect between the acceleration/o…

> So fundamentally VR has more potential than AR.

Fundamentally, VR just has a different potential than AR.

> Not to mention the need to carry AR with you wherever you go if you want to use it in the "real world", power it, compute, etc.

You need to carry the VR headsets and their host-devices with you too.

I believe we should clearly delineate the definitions of VR vs AR first.

Virtual Reality should be things like The Matrix. A reality that an individual experiences without modifying the real world for anybody else. Current technology simply shoves a screen right up against our eyes but the goal is obviously to plug that content straight into our very brains.

Augmented Reality should be things like an audio speaker or a video display; devices that "inject" manmade media into the real world; devices which generate reproducible experiences that everybody, even animals, can see, hear, touch and smell.

In AR a single device may provide content passively to multiple viewers. Like your music system or television or a hologram generator. Even your pets can see and hear whatever's playing and they certainly don't to purchase or wear anything.

VR aims to interface with your neurons and you're guaranteed to experience the full content. AR projects content into the real world which may or may not bounce on to our senses.

TL;DR: VR replaces reality. AR enhances reality. But that's just my opinion. :)

Re: Hands-on with HoloLens: On the cusp of a revolution

#24

I believe that this has way more chance to revolutionize human/computer interaction than anything Occulus is doing. Outside of specific areas (like gaming and certain types of video based entertainment), this type of AR/MR is much more useful than Rift style VR. You can interact with others, your environment, and other systems without the isolation or nausea of VR. On top of that, being able to supplement the real wo…

[deleted]

Re: Hands-on with HoloLens: On the cusp of a revolution

#25

I believe that this has way more chance to revolutionize human/computer interaction than anything Occulus is doing. Outside of specific areas (like gaming and certain types of video based entertainment), this type of AR/MR is much more useful than Rift style VR. You can interact with others, your environment, and other systems without the isolation or nausea of VR. On top of that, being able to supplement the real wo…

I think there are rooms for both VR and Augmented Reality to co-exist.

Re: Hands-on with HoloLens: On the cusp of a revolution

#26

...Dayum. And I say that working in AR. That is /solid/ tracking - although the "I'm a competitor" in me feels compelled to point out that this was done in a room specifically set up for it. Your mileage /will/ vary in your own spaces, but still... damn, that's good tracking.

Unfortunately it's not solid tracking.

It's the standard structured IR light over the scene. Which means that sunlight, reflected sunlight, florescent lights, or any other IR emitter will wreck havoc over the SLAM algo they have running.

What they need is a visual SLAM and not just the IR solution. It works well in their dark candle lit studio where they did the demos. But outside, near windows, near reflections from outside, and flood sources all kill or badly affect it.

Re: Hands-on with HoloLens: On the cusp of a revolution

#28
post #25

I believe that this has way more chance to revolutionize human/computer interaction than anything Occulus is doing. Outside of specific areas (like gaming and certain types of video based entertainment), this type of AR/MR is much more useful than Rift style VR. You can interact with others, your environment, and other systems without the isolation or nausea of VR. On top of that, being able to supplement the real wo…

I think there are rooms for both VR and Augmented Reality to co-exist.

Absolutely, AR can exist in all the real-life rooms, and VR can still make plenty of rooms of its own.

Re: Hands-on with HoloLens: On the cusp of a revolution

#29
Watching this video made me think, there's no reason why a VR setup couldn't similarly map the surroundings and incorporate that into the virtual world. One limitation of VR is that you can't really move around in the virtual environment, because you will bump into things in the real world (barring an omni-directional treadmill or similar). But if the system mapped out your real-word surroundings and either simulated or even just walled off any real-world objects and boundaries, you would avoid running into things, while having much more freedom to explore the virtual environment.

I'm not saying this would remove the use cases of AR, just that it could be a significant enhancement or enabler to many VR experiences.

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