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How does the Hololens 2 matter?

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Re: How does the Hololens 2 matter?

#101

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.)

Human vision has 120 degree FOV when looking forward. However you can also move your eyes, so it has to be >120 if you don't want to look at the edges of the headset.

Re: How does the Hololens 2 matter?

#102

Earlier quoted context omitted.

Or a sufficiently complex establishment with a sufficiently trained bartender could do better with keyboard macros. Sure it may be rare but the point is touch interfaces have a complexity limit whereas keyboards and grammars don't.

How can a touch interface have a complexity limit that a keyboard doesn't? You can literally emulate a regular keyboard on a touch screen.

The answer is agility of thought and execution, and that if you emulate a keyboard on a touch interface as its main interaction paradigm it's to all effects a keyboard, but with less tactile feedback thus harder to get agile with.

Re: How does the Hololens 2 matter?

#103

Earlier quoted context omitted.

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)

Yeah, it's not a consumer product yet. Did you miss that it's a lab to build it and to make the most "basic" solution you have to have a functional holodeck for the price of a used sedan? That's pretty bonkers.

Re: How does the Hololens 2 matter?

#104

Earlier quoted context omitted.

I talk from my personal experience with V1 and other devices using waveguides display, I felt like it is not the best type of display to do "heavy work" such as reading/coding. It is quite annoying to have everything ghostly, even if the tracking is stable and the resolution is good.

I've never tried any of these devices, but the one thing that comes to mind is that I wonder if you might get eyestrain trying to use it for 8 hours a day. When working on my laptop, I'm constantly switching focus -- looking out the window, then back to the lap top, then at the wall, etc, etc. I think that kind of thing might end up being more difficult.

You can still switch your focus with these because you still see the real world. However it is true that the objects are rendered ("OpenGL-like") the same way no matter where the object is located in the scene, so while it gives you the feeling that you can focus your eyes on the object (because of their 3D position and the tracking), the objects always appear "clear" which can be annoying. That said, using them 8 hours must be hard : the virtual objects emits unreal lighting (different and stronger than the light reflected by real surfaces)

Re: How does the Hololens 2 matter?

#106

Earlier quoted context omitted.

A great desktop experience is hard. VR lens blur. AR display dimness and fov. Cost of resolution. Fixed focus depth. Heavy thing on your head. Tethered. A nice VR gaming experience is hard. Immersive means you can't see the real world, so your balance rides on rendering, requiring high fps, low latency, and thus lots of gpu. Means a high bar for avoiding "immersion breaking" hardware and software visual oddities. The…

That alternate universe really did almost exist. You can still see the remnants over at http://www.nuigroup.com/go/lite . 10 years ago there was a booming scene of open source natural user interface projects. People building huge multitouch interfaces, experimenting, releasing open SLAM tools, and exploring what you could do with DIY AR/VR/projection maping/natural feature tracking/gesture interfaces. Post the succes…

Sigh. Yeah. Last year I was kludging some optical hand-and-stylus tracking above laptop, keyboard as multitouch surface, and head-tracked screen-and-HMD 3D desktop, sort of laptop-nextgen for my own use... but didn't find a community left to motivate sharing or demos. :/ Thanks for your comment.
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