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How does the Hololens 2 matter?

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Re: How does the Hololens 2 matter?

#91
post #87

Earlier quoted context omitted.

>"straight lines in world space map to straight lines in screen space" Then you post-process the screen space, with something like a fish-eye shader to warp your image appropriately. Sure you'll lose some resolution near the borders but the human eye won't care because it's not in its high resolution area.

The problem is without eye tracking, nothing stops you from just looking at the borders and seeing artifacts.

In practice, people don’t make incredibly long saccades. Instead, there’s some coordination so that the neck or body movements do the bulk of the work.

Re: How does the Hololens 2 matter?

#92
post #64
post #56

Earlier quoted context omitted.

Programming languages of today are built for text. I will not be surprised if a PL is designed for voice. It can be done

Alexa, create a module for search with O(n log(n)). :)

Sounds like an XKCD joke, but something like pip install search-something will probably be trivial and common.

Re: How does the Hololens 2 matter?

#93
post #87

Earlier quoted context omitted.

>"straight lines in world space map to straight lines in screen space" Then you post-process the screen space, with something like a fish-eye shader to warp your image appropriately. Sure you'll lose some resolution near the borders but the human eye won't care because it's not in its high resolution area.

The problem is without eye tracking, nothing stops you from just looking at the borders and seeing artifacts.

When I was using VR a lot I just kind of stopped looking with my eyes outside of a small area around the middle and mostly used my neck. When looking towards the edge doesn't look great I think most people adapt and just start subconsciously working around the limitations. Maybe it partially comes from being a glasses wearer almost all my life (since around 7-8) so my vision is already basically useless for detail around the edges but it wasn't a huge jump for me.

Re: How does the Hololens 2 matter?

#94

Earlier quoted context omitted.

A possible baby step is a household system of stationary cameras with a mobile Hololens. The stationary cameras observe and attempt to classify objects you hold and put away; you can also teach it objects you name. Kind of like a visual Mycroft/Alexa/Google Assistant/Siri The Hololens guides you to the objects when you can't recall where you left them. Elderly, memory-impaired (dementia, Alzheimer's, etc.), household…

That is doable right now. I am only sort of being glib here. I just want to outline what's involved in what people think is a simple task in a spatial system. TLDR: As of right now, your wildest dreams are pretty possible. In the next 2 years, how we compute is going to get strange. Nothing is nearly as simple in an XR environment as a traditional computing one and currently most people don't really want what they'd…

This sounds like something a warehouse could afford to buy but for most people organizing their stuff properly is going to be the winner. (even at high salaries like $300k yearly 15k is still 100+ hours of your time)

Re: How does the Hololens 2 matter?

#95
post #17

Earlier quoted context omitted.

It always surprises me how much these technologies try to run before they can walk. Giving people a great desktop experience equivalent to multiple high-end monitors just seems like the obvious first baby step. Everything else seems like fluff if they can't get that to be desirable.

You would think that, but as someone who has been in the Natural User Interface R&D field for a decade, I’ll tell you that this is what walking looks like. Our tools as of this year are just on the edge of being able to deliver what a consumer expects. Adding a 3rd dimension makes everything harder and none of the existing assets, let alone functional principals from the 2D world translate. To get what you just calle…

Yes but I'm saying _don't_ add a 3rd dimension in any but the most basic sense. Just give me what is effectively a very large 2D workspace, as if I was staring at one or more nice big monitors. No fancy metaphors, no gestures - with Hololens I can still touch type and use my existing mouse.

I am a curmudgeonly luddite, obviously, but I would pay thousands of dollars just to have a multi monitor setup that required zero effort and worked on the move (to the extent that I'd be willing to go out with the equivalent of a Segway attached to my head).

If _that's_ still impossible (i.e. it's impossible to accurately and quickly orient the device in space, even in the controlled environment of my desk, or it's just not possible to display text that's nice to read on these devices) then I don't see the point of even attempting the more esoteric stuff as anything but pure research. Clearly several multi-billion dollar companies disagree, so I'm happy if all this comes to pass either way.

Re: How does the Hololens 2 matter?

#96

The UI for Hololens 1 was terrible. Having to hold your gaze perfectly at tiny buttons and trying to get the Air Tap to work successfully was super annoying. You'd think they'd be able to project your fingers into 3d space from your approximate eye location. Glad they've revisited those flaws!

To be fair, using their clicker/remote rather than Air Tapping makes this much better.

Re: How does the Hololens 2 matter?

#97
post #78

I think it's like with VR, but a magnitude more expensive right now. Hololens is the Vive/Rift of AR and Vuzix Blade is the Focus/Quest of AR. No end user will buy a Hololens if it looks like that and costs thousands. But something like google glass in good looking, with more power and good voice control could really replace Smartphone in the future. Still the Hololens will sell to enterprise customers and AR play-ro…

I could see smartwatches like Apple Watch integrating well with smart glasses, somehow, in the future.

Re: How does the Hololens 2 matter?

#98
While the face blocking of a Hololens would be a nonstarter for this role, as a high school level teacher I think an AR toolset for instructors could be extremely useful.

For instance, it’s always more efficient to intervene/support a student in the moment they are having trouble/ready for the next idea, but there’s a natural limit to how much information about a class full of students is available/understandable; better tools for allowing me to know how my students are engaging/progressing/struggling/succeeding while they do the work would be wonderful.

Re: How does the Hololens 2 matter?

#100

Eh... the author doesn't know how to compare solid angles. Anyway, I wonder what happens when VR manufacturers increase FOV to the point where the distortion from the traditional perspective transform (homogeneous linear transform) becomes impractical due to distortion towards the edges (example: https://www.youtube.com/watch?v=ICalcusF_pg ). You need >120 FOV for an immersive experience, but current graphics pipelin…

You need >120 FOV for an immersive experience

Where does this come from? Is this a reference to research? I find the 110-120 degree FOV is pretty immersive in current day VR.

Does it have to do with: "Objects that we don't first (subconsciously) notice in our peripheral vision, we simply don't believe." (From another thread.)

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