HoloLens: Pokémon-Spiel PokéLens vorgeführt

Pokémon GO ist nicht wirklich das, was wir uns unter Augmented Reality im Jahr 2016 vorstellen. Zwar vermischt das Spiel die echte Umgebung und die virtuelle Welt, aber das Spiel hätte in dieser Form auch vor einigen Jahren erscheinen können. Das große Problem ist, dass das Smartphone nicht den Raum erkennt und die Pokémon einfach irgendwo platziert werden. Manchmal sieht es passend aus, doch häufig wirken die Pokémon deplatziert. Doch bis Nintendo und Niantic den Schritt auf die HoloLens und andere Mixed Reality Geräte wagen, werden noch viele Jahre vergehen. Das hält die Fans aber nicht davon ab, eine eigene Version für die HoloLens zu basteln.

Pokémon-Spiel PokéLens

KennyWdev und Joshua Liew zeigen kein Spiel, indem ihr einfach nur Pokébälle durch den Raum werft. PokéLens orientiert sich mehr am traditionellen RPG Kampfsystem und bringt mit der HoloLens die Pokémon genau an die Stelle, wo sie auch hingehören.

Gesteuert wird das Spiel über ein einfaches Menü und entsprechende Gesten zum Bestätigen der Button. Im Video der Entwickler funktioniert die Bedienung sehr reibungslos. Im Endeffekt ist es aber eine frühe Entwicklung und die Anzahl der Pokémon ist natürlich begrenzt. Ob es irgendwann eine finale Version von dem Spiel geben wird, ist auch mehr als fraglich. Nintendo kann die Verbreitung jederzeit unterbinden. Das ganze Projekt wurde in Unity erstellt und demonstriert hervorragend, was aus der Verbindung von Unity und HoloLens entstehen kann.

(Quelle: Road to VR)

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Fan-Made Pokémon Battle System Offers Glimpse into Augmented Reality’s Future

Pokémon GO isn’t exactly what we’d call augmented reality—based on the game’s (and smartphone’s) lack of computer vision and environmental mapping—but fans of the megalithic pocket monster franchise aren’t sitting on their hands waiting for Nintendo or Niantic to build a real augmented reality version of Pokémon. Case in point: KennyWdev and Joshua Liew’s imagined AR battle system for Microsoft HoloLens, aptly named PokéLens.

Much unlike Pokémon GO, you won’t see any random Poké Ball flinging here. As fans of the franchise, KennyWdev and 3D artist Joshua Liew recreated a traditional RPG battle system that seems to gloss over the failings of the so-called “AR” mobile game, and distinctly returns to the series’ basic combat style.

The PokéLens tech demo was recorded with the headset’s on-board HD video camera, allowing for a full capture of both the real and virtual environment.

Created in Unity, the project offers an intriguing glimpse into how Pokémon battles may look in the future as AR headsets dip below HoloLens’ $3000 price point, and of course offer more robust object recognition and positional tracking. A slight jumpiness of virtual characters can be seen in the video, something Microsoft says can happen “as tracking adjusts holograms to match an updated understanding of your environment.”

This isn’t the first time we’ve seen of fan-created Pokémon prototypes built using HoloLens however, as developers over at CapitolaVR in Amsterdam built a basic Pokémon capture system. Like PokéLens, the project was also built in Unity with the HoloLens SDK, and CapitolaVR told us that they’ve been “amazed” at how easy it was to quickly get an AR application up and running on Microsoft’s Development Kit, having only received it a day prior to filming the demo.

As you can see in the video below, correct occlusion, or placing the virtual object correctly in the real world, isn’t a strong suit of HoloLens however when it comes to unmapped objects like other people.

So are we going to see a true AR Pokémon game any time soon? Not likely. While HoloLens offers a great basic preview of what can be possible with untethered AR headsets, unfortunately the system requires you to map out the entire playing field first in order to play—which sort of defeats the notion of walking around and randomly finding, battling, and capturing all the Pidgeys you can shake a stick at alla Pokémon GO.

So far there aren’t any AR headset systems that we know of that allow that sort of dynamic, world-scale tracking—and while it’s technically possible that Nintendo could release a Pokémon game that works within the confines of current AR tech, it probably wouldn’t be cost-effective with so few potential users this early on. So we’ll have to keep on dreaming and waiting for the next generation of AR headsets to see just what they can do, and meanwhile hoping the mindless Poké Ball-flinging mechanic dies the quiet death it deserves.

pokemon-hololens
Me too, little buddy. Me too.

The post Fan-Made Pokémon Battle System Offers Glimpse into Augmented Reality’s Future appeared first on Road to VR.

VR Vs. Switched To Standby

It was all a bit of a shame really. It’s been a couple of weeks since the Nintendo NX was revealed to be the Nintendo Switch (insert clicking noise here). Like you we were all waiting on tenterhooks, which is an awesome word by-the-way, for the announcement. Would Nintendo actually pull the trigger and announce a spectacular return to virtual reality (VR)? As it turns out… no.

Rats. I was ready with the ‘New Challenger Approaching’ GIF and everything.

It was still exciting to see the Switch (*click*) and I am immediately more engaged for that than I was for the Wii U. Which, although I don’t own one, I was far more receptive to than most it seems. Then again, based on the trailer I need to be thoroughly engaged 100% of the time anyway in highly active non-video game related activities. Unlike the Wii/Wii U the Switch was very specifically for the 18-25 market. Did you notice that? Nevermind ‘gaming for everyone’, based on the trailer no-one over 30 is allowed to play Nintendo Switch at all. I assume for the rest of us we all get killed off, Logan’s Run-style. Disappearing off into Nintendo’s new multiplayer-experience Carrousel, or getting chased down by a team of black jump-suited Mario Sandmen. Chanting “please understand” as they descend on us, NES zappers drawn, as soon as our Pokémon GO Plus gadgets start glowing red.

Nintendo Switch

So, no VR. For now anyway. Nintendo have at least left the door open and with this sort of transforming console experience you can certainly see possibilities for how it could (power permitting) potentially accommodate VR in the future. Even better we had the recent story of Nintendo’s own President, Tatsumi Kimishima, confirming that it was certainly a factor that the company was bearing in mind. “If you asked as if this might be possible in the future, certainly we can’t say no. In terms of how it can be used for gaming, it’s something we must consider.” Kimishima’s comments are well reasoned and you can understand his point of view. For now, especially with the market so in flux it ill behooves Nintendo to wade in to the mess themselves. It’s the safer option. Nintendo aren’t afraid to take a punt on something new but, much like with Apple and their totally-not-happening-honest-guv VR head-mounted display (HMD) it makes sense for them to wait. Microsoft are also going to wait on the market, at least for VR on consoles according to Phil Spencer.

Speaking in a recent interview, Spencer said of VR: “What experiences do you put in people’s hands to have a long term engagement? Most of these things I’m playing now feel like demos and experiments, which I actually think it’s absolutely the right thing to have happened. That’s not a criticism at all, but should be happening. But I think it will take time.”

Of course, that’s hardly inaccurate. It is indeed still finding its feet, although for VR its coupled with discovering how it’s feet actually function. Those of us who have been talking about VR for a while now have never said VR was gonna hit the ground and immediately be what it needs to be. It wasn’t going to have all the answers. It’ll be divisive for a while yet. Right now for every games journalist who writes that VR is good there is one who writes that it made them sick and is terrible. As we have said before, there is some VR that simply isn’t good. Strangely we were recently taken to task on Twitter because Peter noted in his Alice VR review that is made him feel uncomfortable, and that VR veterans might well find themselves feeling a bit green in the gills. Good feedback and good information you’d have thought but instead we were asked what was someone who is ‘prone’ to being motion sick was doing reviewing a VR game at all. Surely, this was a bias. You wouldn’t get someone lactose intolerant to review dairy products, we were told.

Frankly the comparison, from a VR developer no less, was utterly ludicrous for obvious reasons. I mean if you got all of the VR press together and took away anyone who has at any time felt uneasy in VR and you’d have an empty room. Of course the dev had never felt sick in VR before themselves, so naturally it was all Peter’s fault and he shouldn’t review again unless he does a physical or something.

We’ll be taking the suggestion under advisement.

But that’s the thing, everyone is still learning. Clearly even those who make VR, as VR is, for all intents and purposes, a brand new platform. Developers are trying to decide how best to evolve current games and what flies as a new one.   What is a problem in a standard experience isn’t the same in a VR game necessarily and vice-versa. It’s a whole new game for QA to wrap their heads around. In that same way consumers need to re-learn what they consider to be an acceptable length experience. People seem to love the new Batman: Arkham VR experience. Now I love Batman, (as my media unit’s shelf full of Blu-Rays will attest) but I know if the same experience came out and it wasn’t Batman people wouldn’t likely be far more critical of what is, for a chunk of it, essentially “Please Appreciate The Arkham Knight Assets”.

We need full game experiences. True. Let’s not act like they’re not out there tho. I mean, if Microsoft are indeed waiting because it’s not the right time yet on XBOX it’s kind of an odd situation that we’re now getting HMDs from five Microsoft partners specifically for VR and Windows 10.  If its not right for games why is Minecraft wheeled out whenever a point is needed to be made, such as they did and continue to do with Hololens? Is that not a full game? It was the last time I checked.

Bottom line, waiting is fine. But if your cash cow is used as one of the standard bearers and the rest of the company is pushing full speed ahead then your reasons for waiting look a lot, lot thinner.

Microsoft May Leapfrog Facebook and Google in VR With HoloLens Tracking

Microsoft May Leapfrog Facebook and Google in VR With HoloLens Tracking

Microsoft’s play for command of next generation personal computing can be seen today with the announcement of a series of Windows-powered VR headsets starting at $300.

The headsets planned from HP, Dell, Lenovo, Asus, and Acer will use what’s known as “inside-out” position tracking. The system is already used on the $3,000 HoloLens, an advanced augmented reality system, but with it employed on a low-cost VR headset Microsoft may have leapfrogged efforts by both Facebook and Google, powered by Windows.

“Most consumers will experience Windows Holographic for the first time through VR, not through HoloLens,” wrote Raven Zachary, founding partner of mixed reality startup Object Theory, in an email. “This means shifting from being a HoloLens-focused mixed reality company to a Windows Holographic focused mixed reality and virtual reality company. HoloLens will continue to be at the core of what we do, but Windows Holographic is the larger and more diverse ecosystem that HoloLens exists within.”

Head tracking is an essential part of all mixed reality technology, both VR and AR, and the so-called inside-out variety in a VR headset makes set up dramatically easier. A computer needs to know your head’s location at all times with an enormous degree of accuracy to make you believe objects are floating in the room, or to make you think you are somewhere else entirely. Microsoft is essentially promising headsets powered by Windows that will always know where they are, but starting at much lower prices than existing headsets while also being much easier to set up.

“As we have built up expertise and credentials in Windows Holographic, we likely will not be working with other platforms in the foreseeable future,” Zachary wrote.

An example of the Windows Holographic user interface.

A Rift from Facebook-owned Oculus or a Vive from HTC can track your head throughout a room, but these “outside-in” systems require careful placement, or mounting, of sensors around the perimeter of the room for a full experience. If you want to take VR into another room, for example, you have to find places for the sensors again. This is not the case with the headsets on the way from Microsoft’s partners.

“It’s reasonable to assume Microsoft has licensed the ASIC [Application-specific integrated circuit] they developed for HoloLens to their partners to make inside-out VR cheap and plentiful,” Mark Pesce, a 3D Web and VR pioneer, told Upload VR. “The strategy has become clear. Low end VR on Xbox and these new headsets, all the way through high end mixed reality on HoloLens. Microsoft has positioned itself across the entire space, and will drive mixed reality into the enterprise in 2017.”

John Carmack, the chief technology officer at Oculus, told me at the company’s second developer conference in September last year that inside-out tracking in a mobile headset “is a problem that I want solved right now. I wish somebody had spent all of this last year on it.” Microsoft, it turns out, was only six months away from shipping such a solution in HoloLens.

The Santa Cruz inside-out tracking prototype from Oculus.

In stark contrast to the comments made by Carmack only a year before, at this year’s developer conference Facebook made clear its future for the Oculus platform is a standalone headset with this same kind of inside-out tracking. Microsoft, however, may be one step ahead.

Last month it was revealed Oculus hired USC’s pioneering mixed reality expert Mark Bolas. In that article I noted:

Microsoft already demonstrated a solid inside-out tracking system with its $3,000 HoloLens, but getting that kind of robust tracking system to work with other kinds of headsets, including wide field of view VR, is the place Bolas might be able to offer assistance.

With today’s announcement, we have clear confirmation this is Microsoft’s direction.

Going forward, the same manufacturers developing these headsets in partnership with Microsoft might also create smaller screen-less PCs, like backpacks or pocket computers, that make Windows-powered VR completely portable.

I wouldn’t count out Facebook or HTC’s partner Valve just yet, however, because Microsoft revealed nothing around input with its announcement today — leaving wide open the question of how experiences inside these headsets will be controlled. Rather, Microsoft seems to be describing these headsets as “accessories” for Windows rather than independent platforms. Voice input is something Microsoft can do, but hand-tracking is a separate and enormously difficult problem despite companies like Leap Motion working hard at it. In fact, outside-in tracking systems capable of seeing more advanced controllers, like the upcoming Oculus Touch and those we saw shown from Valve recently, might still be a route toward VR becoming its own independent platform.

Very early prototype controllers from Valve that simulated gripping and dropping objects.

Then again, Microsoft might still have more tricks up its sleeve. In the meantime, for Windows-focused developer Object Theory, a home-grown solution to input might be a possibility.

“We’ve experimented with input devices communicating over Wi-Fi to the HoloLens and sending real-time X,Y,Z coordinates in Unity,” Zachary wrote. “If we had a client that needed precision hand controllers, we’re pretty sure we could build a solution for them either through our own custom code running on smartphones or utilizing third party hardware. That said, I’d like to see Microsoft provide a solution here. They showed a 6DOF controller in their Intel Developer Forum concept video a month or two ago for the Windows Holographic Shell, and I will be curious to see if they productize this or just publish the specs for the third party hardware partners to release their own.”

Microsoft Combining VR/AR & MR with Creators Update for HoloLens

Microsoft’s Windows 10 event today wasn’t expected to feature any major mixed reality (MR) or virtual reality (VR) news, but that’s not been the case. The new Windows 10 Creator Update, arriving in Spring 2017, will add new VR and MR features, with greater integration with the HoloLens headset.

Earlier in the event Microsoft announced its plans for ‘3D for Everyone’, an initiative to make 3D creation, viewing and sharing more open than ever before. This includes a new 3D feature for Paint, so that users can then create models or images that are far more immersive, then share them online or 3D print them. And here’s where HoloLens comes in, these designs can be outputted to the MR head-mounted display (HMD) to essentially bring them into the real world using Microsoft Edge.

hololens - Paint 3D Creation

Megan Saunders, Experiences at Microsoft said: “Microsoft Edge was the first browser to bring inking to the web, and now its the first browser to fully embrace ‘3D for Everyone’. On HoloLens Microsoft Edge becomes this incredible portal for digital content to enter into your real world as a hologram.”

The demonstration then went on to showcase, that through Edge items could be taken off the internet to view as a hologram. For interior design ideas furniture could be placed directly in front of a user, enabling them to see exactly what it would be like in a certain area.

While its certainly an interesting look at what the future of MR will be like it’s worth remembering the HoloLens is currently $3000 USD, a bit pricey for most consumers. But Microsoft is building the foundations for more consumer level products with the announcement of a VR headset from several manufacturer partners.

Whether HoloLens pricing will fall to a less wallet busting price remains to be seen, but as Microsoft reveals further details on its VR and MR plans VRFocus will let you know.

Insomnia59 To Feature Dedicated VR/Tech Area with HoloLens, Rift, Vive and PlayStation VR

The Insomnia series of videogame events in the UK are some of the biggest held across the country, with the last one – Insomnia58 – taking place in August at the NEC, Birmingham. Tickets are now available for the next one, Insomnia59, and this event will feature an even bigger line-up of virtual reality (VR) and mixed reality (MR) experiences than before.

The August show featured VR for the first time, with head-mounted displays (HMDs) that included HTC Vive, PlayStation VR and Oculus Rift available for demonstration. They’ll be making a return for Insomnia59 inside a dedicated VR and Tech area. What will be new though is the appearance of Microsoft’s MR headset HoloLens, which does appear at events across the globe but they’re normally trade and press shows, so this will be a good chance for visitors to get their hands on the device and see what its all about.

PlayStationVR_130906_2

There’s been no confirmation at present on what titles will be available, but Insomnia58 did feature Battlezone, RIGS Mechanized Combat League, PlayStation VR Worlds and Farpoint for PlayStation VR so expect something similar. And due to the expected popularity of HoloLens it’ll be a ticketed event, the tickets will be free so keep an eye out on the Insomnia website to grab one.

Insomnia59 will again be held at the NEC, Birmingham, running from 9th – 11th December 2016. Tickets start fro £21 GBP including fees for a single day or the weekend cost £52.28.

For further info head to the official Insomnia Gaming Festival website, and keep reading VRFocus for all the latest updates.

VR/AR ‘going to be a standard tool’ in 10 Years, States NASA

NASA has been one of the biggest proponents of both virtual reality (VR) and augmented reality (AR) technology for awhile now. The space agency has sent Microsoft’s mixed reality (MR) headset, HoloLens to the International Space Station (ISS), and combined the HTC Vive with the Manus VR gloves to train its astronauts. And these are still early days for the technologies as companies and institutions develop ever more inventive uses. But in 10 years time NASA believes VR/AR/MR will become standard tools for its workforce.

In a NASA article this week the agency sees the immersive techs potential as being boundless. “It’s really becoming pervasive and just we want to help our workforce figure out how to best take advantage of that in a safe and secure manner,” said Ed McLarney, an information technology specialist at NASA Langley who is helping spearhead virtual reality efforts. “The future is here and we got to get with it. It’s another game-changer that’s upon us now.”

hololens space

One of the ways NASA has been using HoloLens for example is through its Sidekick project. This allows the agency to test out ways to remotely assist and increase the efficiency of astronauts on missions.

“This is just going to be like any other tool,” said Josh Kinne, a deputy project manager in NASA Langley’s Flight Projects Directorate. “So the same way CAD tools have changed the way we design things … this is just the next evolution in that. This is going to be the way we visualize information going forward and this is going to be a standard tool we take for granted in another 10 years.”

NASA isn’t just using one or two headsets, its experimenting with all of them, Oculus Rift, HTC Vive and PlayStation VR are all being experimented with to examine the short and long-term goals for VR integration.

“Virtual reality and augmented reality used to be too expensive or too challenging for an individual researcher to use on their own,” Kinne said. “The way the hardware has become commoditized … means that even with a basic understanding of these 3-D engines, you can actually create meaningful content as actual applications or for research and development.”

“This is not a technology that NASA needs to invent for itself,” McLarney said. “It’s one where industry and academia is inventing it for us and we need to figure out how to apply it.

“We know that in 20 years, technology is going to do all sorts of crazy things we can’t even imagine today.”

VRFocus will continue its coverage of NASA and its latest VR/AR and MR projects, reporting back with any new announcements.

Microsoft Opens Up HoloLens Pre-orders In 6 Countries

Microsoft Opens Up HoloLens Pre-orders In 6 Countries

One of the most well known mixed reality devices, Microsoft’s HoloLens, has had a pretty good year. Though HoloLens is not a consumer-oriented augmented reality device just yet (device is currently $3000), that’s simply because this groundbreaking tech is still in its early stages. Developers are charging forward with various entertainment and productivity applications (over 80 in the Microsoft store to date) and businesses are finding new ways to utilize the head mounted display as well. Development efforts are about to get a major adrenaline shot in the arm also, with Microsoft today expanding distribution globally to Australia, France, Germany, Ireland, New Zealand and the United Kingdom.

International shipping has long been requested by developers, with the device previously only being available in the US and Canada. We’re looking forward to seeing what a whole new army of studios can do with the kit while we wait for other important features like HTC Vive integration.

We’ve previously reported on various examples of HoloLens implementation into company work flows, such as within NASA and elevator company ThyssenKrupp AG. NASA is using mixed reality to train astronauts and save money by testing parts virtually before production while ThyssenKrupp AG is improving safety conditions and saving their technicians time, projecting elevator diagnostics through the glasses and freeing up their hands while talking to technicians on Skype powered HoloLens chat. HoloLens isn’t all work and no play, though, with companies like Legendary Entertainment having serious mixed reality ambitions.

HoloLens is now available to pre-order exclusively from the Microsoft Store. The devices will start shipping in late November to those additional countries.

As for a retail edition of the device? That still seems a long way off, with no mention of it in a press release today. Meanwhile, we’re still looking to mysterious MR competitor Magic Leap to deliver some solid competition.

The Evolving Augmented Reality Ecosystem

Over the last 8 years, we’ve been witnessing a growing and evolving Augmented Reality ecosystem. Image recognition has become more stable, facial recognition more popular through Snapchat and Facebook (MSQRD), and of course Pokemon Go’s arrival on the scene has introduced the majority of consumers to location-based Augmented Reality. However, as Augmented Reality has evolved and become more diverse, it’s also become more complicated to define Augmented Reality technology.

While Virtual Reality is a more straight forward ecosystem and experience, Augmented Reality often integrates with different types of computer vision technologies. Also, unlike Virtual Reality, Augmented Reality is also available on multiple platforms thereby creating different challenges and opportunities. We often speak at length on these different Augmented Reality technologies and platforms, so this an attempt to help clarify different areas within the evolving Augmented Reality ecosystem. We’ve outlined a few of the different computer vision-based technologies that integrate with AR below as well as various Augmented Reality platforms available now and in the near future.

TECHNOLOGIES

MARKER / IMAGE / OBJECT RECOGNITION

McDonald's Vuforia Image Recognition Example

Image recognition has been one of the more popular Augmented Reality technologies over the last few years. Black and white markers were initially used to display a 2D or 3D animation. This evolved over the years to image recognition which could recognize an image to track and display a 2D or 3D Augmented Reality object. The next evolution of image recognition technology will lead into markerless object recognition which is being worked on by multiple Augmented Reality and tech companies.

Popular Platform(s): Vuforia, Catchoom, AR Toolkit

Technology Example(s): Muscle Milk / Shaq Promotion, McDonald’s Gol!, CraftAR

FACIAL RECOGNITION

MSQRD Facial Recognition

Facial recognition has recently become popular through a variety of different use cases including Augmented Reality makeup, masking and more. Facebook (MSQRD) and Snapchat have recently offered Augmented Reality ‘masks’ that overlay and track to a person’s facial features and movements. Another example would be the recent Pepsi Emoji experience that recognized different facial expressions and overlaid a corresponding Emoji graphic on the person.

Popular Platform(s): MSQRD, Snapchat, Modiface

Technology Example(s): MSQRD, Snapchat Lenses, Pepsi Emoji

GESTURE RECOGNITION

IVO Gesture Recognition Engine - Attach Virtual Objects Image

Gesture Recognition technology has been utilized for both Augmented Reality and Virtual Reality environments. Gesture Recognition typically uses a 3D or depth sensing camera like Kinect for interaction. However, whereas the Kinect is typically used for longer distance recognition, Leap Motion and Intel RealSense target close range interaction. You can see examples of gesture recognition coupled with Augmented and Virtual Reality in Virtual Dressing Room technology or Leap Motion’s technology for Oculus Rift Virtual Reality interaction.

Popular Platform(s): Microsoft Xbox One Kinect, Intel RealSense, Leap Motion

Technology Example(s): IVO Gesture Recognition Engine, Crayola Art Alive

LOCATION-BASED AUGMENTED REALITY

Pokemon Go McDonald's Japan

This type of Augmented Reality technology recently went mainstream via Pokemon Go. Augmented Reality objects are placed in geofenced areas based on GPS coordinates. In the case of Pokemon Go, the AR objects only display in the mobile device camera vs. tracking and displaying to environmental objects or markers. While we still have a ways to go for true object and/or environment recognition with Augmented Reality information and layers, there are creative applications that can utilize basic location-based data to display AR content. Another location-based mobile augmented reality technology method involves displaying AR objects in the mobile camera view based on the gyroscope and accelerometer of the mobile device.

Popular Platform(s): NianticWikitude

Technology Example(s): Pokemon Go, Hungry Jack’s Protect Your Whopper Game, Wikitude

PLATFORMS

MOBILE PLATFORM

Tango Augmented Reality Example

Mobile is the most popular platform for Augmented Reality at the moment (and for the future) and primarily breaks down into 2D vs. 3D enabled mobile camera devices. 2D cameras are already being used with image recognition, facial recognition and more. 3D enabled mobile devices, such as Tango, will open up more technical capabilities since a 3D camera can provide depth and 3D environment mapping/tracking to better place a virtual object or animation in the physical environment.

Popular Platform(s): iOS, Android, Tango

Technology Example(s): Walgreen’s Indoor Retail Mapping, Fiat AR Experience

HEAD MOUNTED DISPLAY (HMD) PLATFORM

HoloLens Use Cases

The HMD or Head Mounted Display area of Augmented Reality is where most AR purists consider the future of AR. HMD’s often use a visual display with integrated 3D cameras. This allows for gesture recognition, virtual object tracking and manipulation and more. You can view a more technical information and breakdown of the HoloLens vs. Meta 2 here.

Popular Platform(s): HoloLens, Meta 2, Daqri

Technology Example(s): HoloLens Overview Video, Meta 2 Launch Video, Daqri Smart Helmet

KIOSK PLATFORM

MLB VDR Kiosk Example

Augmented Reality experiences utilizing Kiosks or Display Technology are similar to AR experiences on mobile devices that use the front facing camera. Kiosk enabled AR experiences will often utilize a 3D camera and gesture recognition, facial recognition and even image recognition. Kiosk displays can also use 2D cameras or mounted mobile devices such as an iPad.

Popular Platform(s): Kinect, iPad

Technology Example(s): Major League Baseball (Kinect), Treachery of Sanctuary Installation (Kinect), Pepsi Emoji (iPad)

The post The Evolving Augmented Reality Ecosystem appeared first on Zugara.

Using HoloLens to Visualise Motion Capture Performances in Realtime

Motion capture techniques are used throughout the VFX industry, but a new project from Mo-cap specialist and developer Jasper Brekelmans aims to bring live, augmented reality previews for motion capture performance, unlocking the ability to preview dances in realtime overlaid onto reality.

Visual Effects in movies and television now use motion capture, the process of digitally recording a human actor’s movements, as a matter of course throughout the industry these days. But developer Jasper Brekelmans is experimenting with Microsoft’s augmented reality visor HoloLens as a way to give directors and performers ways to see these digital performances overlaid onto reality in realtime.

Last time we checked in with Brekelmans, he was demonstrating his use of the HoloLens to build an AR integration with Autodesk’s popular MotionBuilder character animation studio.

Brekelmans is now working with a group called The WholoDance project, an organisation which is dedicated to capturing digitally the art of dance for both cultural and research purposes. Teaming up with Motek Entertainment, who provide the Motion Capture skills and facilities, Brekelmans has managed to build a way to wireless stream the motion capture data as it’s being generated, and stream that data wirelessly to a HoloLens visor which then generated an augmented avatar mimicking the dancer’s movements overlaid onto reality – all tracked in 3D space.

hololens-dance-wholodance-1

For Brekelmans it was a natural evolution from his prior work. He used the technology for streaming data from Autodesk’s MotionBuilder running on a desktop computer to the Microsoft HoloLens which allowed the visualisation a live-size 3D character in realtime on the motion capture stage.

“The first thing we noticed when giving the HoloLens to a dancer was that they were instantly mesmerized,” says Brekelmans, “Right after that they immediately started analyzing their own performance, much like professional athletes do with similar analyzing equipment. Nuances of how the hips moved during balancing or how footwork looked for example became much more apparent and clear when walking around a live-size 3D character in motion than watching the same thing on a 2D screen.”

hololens-dance-enhanced

An XBox controller was used to provide the user with various controls like offsetting the 3D avatar in the physical space, toggling the various different visualizations and tuning visual parameters. Due to the amount of control needed the team opted for a “known device” instead of relying on the gaze, air tap and voice commands commonly used with the HoloLens.

whololens-dance-1

“Even though the HoloLens is specifically designed for projecting holograms further away from the user we did experiment with the performer wearing the device while being tracked,” says Brekelmans, “This would allow them to see graphics overlayed on their hands and feet for example. The display technology wasn’t ideal for this purpose (yet) but it did give us things to experiment with to form new ideas for the future. ”

So where might this experimental technique lead in the future? “… we would love to play with other devices, including ones that are tethered to a desktop machine utilizing the full power of high-end GPUs. As well as use it in a Visual Effects context, visualizing 3D characters, set extensions and such in the studio or even on location.”

The post Using HoloLens to Visualise Motion Capture Performances in Realtime appeared first on Road to VR.