Watch A Smartphone Turn Into A Controller For HoloLens

Watch A Smartphone Turn Into A Controller For HoloLens

Microsoft’s HoloLens is still very much in an early stage, and interesting new ideas and uses for the device are being discovered by the week. This most recent example turns your phone into a controller for the mixed reality headset.

Currently, HoloLens is mainly controlled through gestures with your hand, though can also be navigated with voice recognition and gaze-based input. To development agency AfterNow, though, that wasn’t enough. The studio wanted the kind of control you can get with VR controllers like the HTC Vive’s six degree of freedom (6DOF) wands but for HoloLens. Instead of using just a Vive controller, AfterNow turned to something millions of us already have, the smartphone.

The result is what you see in the video above. The user’s smartphone isn’t just a 6DOF controller but also a sort of virtual launching device. In the video, the user brings up virtual cubes on the smartphone screen, and is then able to flick them out to project them as objects in the real world.

It’s an intriguing potential means of control for the platform, but one that Microsoft itself might not agree with. As AfterNow’s Jesse Vander Does notes in a blog post, the company asks that “interactions should be a comfortable 1.5 meters from the user” to both reduce eye strain and also “ensure that the items the user is interacting with stay within the frame.”

“Nonetheless, there will most definitely be use cases that benefit from controllers,” Vander Does adds. “Moreover, there are a lot of fun things we could do with a 6DoF controller that also has a touch screen.” He gave examples including a sort of mixed reality Tilt Brush, where users might begin a line on the phone and then pull it through real space to make 3D images. You could also pull 3D assets into your phone.

While HoloLens is controller-free, Microsoft is also bringing VR headsets to market that can use physical controllers. We saw one last week that used an Xbox gamepad, but the company also notes that 6DOF controllers will be important to the platform.

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Field in View: The Battle For VR Is No Longer About Headsets, It’s About OS

Field in View: The Battle For VR Is No Longer About Headsets, It’s About OS

Oculus announced VR’s first big price cut this week. The Rift, originally $599, is now $499, and getting it with Touch comes in at $598. If this were the console market, this would be a simple move to dissect; open up the number of people that can afford your product and maybe get ahead of the competition a little bit.

But ‘competition’ is becoming an increasingly complex term for VR.

Yes, you can compete in terms of hardware. There are specs to beat and sales targets to meet, but whenever one company makes a breakthrough, others follow suit. The second Oculus Rift could double screen resolution and have flawless inside-out tracking, but there would be another headset releasing weeks or months down the line that would do the same. VR isn’t the same as consoles, we’re not stuck with the PlayStation 4 and Xbox One’s specs for three to four years before upgrades; it’s going to be a constantly evolving ecosystem of incremental updates from one company to the next, just like phones.

What’s becoming increasingly apparent to me, however, is that the battle for VR is not about hardware or even software in the strictest sense. Instead it’s about the platforms that form the foundations for both of these things. It’s about the operating system.

I’m sure there are people much smarter than me saying “No, duh” right now. SteamVR vs Oculus Home has been a thing since April last year, but the fight became a little more interesting this week..

It was Microsoft that led me onto this. Our Senior Editor Ian Hamilton got his hands on the first Windows Holographic headset at GDC this week and, sure, it’s a VR headset. I’m excited to have more devices in the market, I’m excited to see how they stack up to the Rift and Vive, but what really interested me about the system was a quote that came from the company’s Alex Kipman after our hands-on. We asked him about using multiple apps inside a headset and the stresses this put on performance. He told us that what was key to such a process was control over the operating system, which the Windows maker obviously has.

“We can dehydrate your PC monitor to hydrate framerate on the headsets, as an example,” Kipman said, noting that other VR headsets that run off of “applications” can’t do that. Basically, Kipman suggested that Windows Holographic is better able to optimize your PC for VR than Oculus Home or SteamVR are. I don’t have much trouble believing him; I’ve always thought of VR optimization from a purely software perspective, and not about the layers beneath. If you could control those, how much more could you get out of your headset?

Perhaps not a significant amount, but every little helps, right?

That sparked a line of thought that I’m sure many people much smarter than me have been following for some time now. The battle of the VR OS so far has been about Oculus Home and SteamVR/Open VR and it’s been interesting to watch. We’ve seen a lot of resistance to Facebook’s closed ecosystem, requiring Rift owners to opt into content not purchased through its store and blocking the Vive from accessing its own unless through hacks.

SteamVR, meanwhile, is opening itself up to any interested parties. If you make a SteamVR headset, you can use Valve’s impressive tracking technology and you’ll have the frankly insane number of compatible apps already compatible with your platform. We’ve written about this before; it’s almost as if Oculus is the Apple of VR and Valve is the Microsoft. As it turns out the Microsoft of VR might be, well, Microsoft.

In the phone market, Microsoft’s Windows Phone OS was placed a distant third to iOS and Android in terms of market share and, clearly, it doesn’t want the same to happen again.

Where the company goes from here is what interests me. Its message in 2017 won’t just be about hardware and content, but what Windows Holographic can do for you that Oculus and Valve can’t. And then its going to need to set about actually making itself the dominant platform holder. That’s where hardware comes in. If Microsoft is as aggressive as it’s suggesting it will be on pricing and release of its PC-based VR headsets, it could undercut both the Rift and Vive early in their life and establish an install base of Windows Holographic customers.

And then there’s the OS of the future, the mobile OS. Again we’ve got Oculus Home, but Google’s Daydream poses a serious threat to dominance there. Windows 10 is designed as an OS that spans across desktop and mobile, and Windows Holographic is already up and running on a mobile device, HoloLens.

I could talk all week about what Microsoft could do with Windows Holographic, but at the end of the day we’ll just have to wait and see what becomes of it. The Build developer conference is in May, and that’s where I expect to find out a lot more. This company is set to make 2017’s race for VR dominance even more interesting.

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GDC 2017: Microsoft Confirms Windows Holographic Will Not Block Rift or Vive

GDC 2017: Microsoft Confirms Windows Holographic Will Not Block Rift or Vive

Microsoft is set to make its move on the VR market later this year when it launches a range of headsets made in partnerships with other companies for its Windows Holographic operating system. The Oculus Rift and HTC Vive may not embrace that new platform, at least not yet, but Microsoft won’t block people from using those gadgets, either.

Alex Kipman, Technical Fellow at the company, confirmed as much to UploadVR in an interview at the 2017 Game Developers Conference this week. We asked Kipman about the concerns that some people might have that Windows Holographic would block the two headsets in order to push its own devices. He labelled those concerns as “silly”.

“Let me address it. Facebook and Valve are great partners,” Kipman said. “Steam exists in Windows. They’re great partners of our ecosystem. We’re an ecosystem of making them successful. I can’t imagine a scenario where we install a windows update and disable partners that are successful on our platform. Even if there was some evil plan imagine what customers would say and we’re like a customer-obsessed company.”

The Vive and Rift will still be able to run through their respective applications when Windows Holographic arrives then, but whether they’ll ever fully support the platform and have access to all of the same apps that Microsoft’s partner devices do remains to be seen. Kipman said that both HTC and Oculus were welcome to work with Microsoft to integrate support into their devices, though both are a little different from the other headsets, using outside-in tracking systems instead of inside-out. It’s not clear if that could be a potential issue for the OS.

Windows Holographic headsets will be launching this holiday season for desktop. Yesterday, we got the first hands-on with a developer kit that will be shipping out to companies this month. Next year, Microsoft will also be bringing its mixed reality content to Project Scorpio, though if these headsets will support the console remains unclear.

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Windows Mixed Reality Development Kits Due To Ship This Month

Microsoft announced last year that they were partnering with device makers Acer, ASUS, Dell, HP, Lenovo, and 3Glasses to create a range of headsets for use with Mixed-Reality compatible Windows PCs. Now Microsoft has revealed that the Acer development version of the headset will begin roll-out this month.

Microsoft development partners who attended the Windows Mixed Reality session at GDC this week are set to receive the Acer developer edition headset within the next few months. Other Windows game developers can sign up via the Windows Mixed Reality website.

Acer-Windows-Mixed-Reality-Development-Edition-headset

Specifications for the Acer Windows Mixed Reality headset are as follows:

  • Two high-resolution liquid crystal displays at 1440 x 1440
  • Display refresh rate up to 90 Hz (native)
  • Built-in audio out and microphone support through 3.5mm jack
  • Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity

The development kit will also include documentation, access to Windows 10 Insider preview builds and a software development kit for building mixed reality applications.

VRFocus will provide you with further information on Windows Mixed Reality as it becomes available.

Windows Mixed Reality Dev Headsets Ship This Month, VR Content Coming to Xbox Scorpio

The Acer Windows Mixed Reality Development Edition headset is shipping this month, the first HMD to include the inside-out tracking technology pioneered on the HoloLens. This marks the beginning of the rollout of Microsoft-endorsed VR headsets that support ‘world scale’ tracking and ‘mixed reality’ apps.

Originally announced at Microsoft’s keynote in October 2016, VR headsets with inside-out tracking from HP, Dell, Lenovo, ASUS, and Acer (with another from 3Glasses revealed in December), are due to launch later this year. The rollout of the developer kit begins this month in the form of the ‘Acer Windows Mixed Reality Development Edition headset’.

Microsoft insist on using the term ‘mixed reality’, despite the new headsets being much like any other VR headset, but using inside-out tracking. The Acer unit uses two 90Hz 1440×1440 panels – totally opaque, unlike Microsoft’s HoloLens, which has a transparent visor to overlay images over the real world. Gesture tracking, another key pillar of the HoloLens experience, is also missing from the Acer HMD. The ‘mixed reality’ delivered by the Acer headset is defined by the inside-out tracking system, which provides positional tracking without the need for external sensors, as well as being able to outline real-world objects so that you don’t walk into them, and ability to access the Windows Holographic environment.

The devkit will include access to Windows 10 Insider preview builds and the SDK to enable developers to build mixed reality applications. Announced at GDC 2017 and via the Windows Blog, Microsoft has broad plans beyond the Windows desktop and HoloLens, bringing mixed reality content to the Xbox One family of devices, including Project Scorpio, in 2018.

The post Windows Mixed Reality Dev Headsets Ship This Month, VR Content Coming to Xbox Scorpio appeared first on Road to VR.

GDC 2017: Hands-On With Microsoft’s First Windows Holographic VR Headset

GDC 2017: Hands-On With Microsoft’s First Windows Holographic VR Headset

I tried a Microsoft prototype VR headset at the Game Developers Conference in San Francisco and got the first public look at the company’s vision for mixed reality beyond Hololens.

I’ll get straight to the point. Inside the headset, I saw considerable motion blur while moving my head. I was among a handful of journalists invited to see the internal Microsoft prototype, though I was told photos or videos for my demo would not be allowed. Developer kits are slated to ship in the coming weeks. While those units are expected to be an improvement, the prototype internal hardware I tried was running at 60 frames per second. To my eyes, this blurring effect was more than I’m accustomed to seeing in even mobile headsets like Gear VR or Daydream. When dev kits ship, I’m told those units can run at 90 frames per second.

This is Acer’s kit, the first Holographic VR headset to roll out to developers.

The unit also had a very short cord to the PC, so I was severely limited in how much I could test the robustness of Microsoft’s inside out tracking. I could manage jumping in place, turning and lots of leaning. As far as tracking is concerned, it worked without hitches with the exception of one or two very brief moments where some stairs seemed to pop out of place a few inches then quickly return. It was brief, and unclear if related to tracking specifically. I didn’t note any discomfort when it happened.

I used an Xbox controller to select apps and teleport from place to place inside a virtual house. When I encountered a bug in the system and couldn’t jump to a particular world, they had to do one full restart of the system while I was inside the headset. It’s to be expected with in-development software and hardware, but am I the first person outside Microsoft or its partners to see the Windows startup logo appear in VR?

I also found features in Microsoft’s gear I instantly wished were included in my Rift and Vive back at home. First, the flip up screen feature made me giggle with joy.

One second I’m playing Forza on a big screen in VR streaming from an Xbox. Flip. Now I’m back in the real world chatting with the people there. Flip. Now I’m driving again. Flip. Back in the real world. It was effortless and nearly instant to switch between realities by simply flipping the screen up away from my face. This was far more convenient than removing the entire headset or even using the passthrough camera on Vive.

“We’re the most affordable, we’re the easiest to setup, and we’re the most comfortable,” said Alex Kipman, Microsoft Technical Fellow, in an interview with UploadVR.

The added convenience of the flip out screen is amplified by the tracking technology Microsoft pioneered on Hololens. This “inside-out” tracking tech was developed over a number of years by Microsoft, and it is quite an achievement. Rather than cameras searching for lights or base stations beaming out lasers, the inside-out approach relies on cameras and sensors embedded in the headset itself to figure out your head’s precise location within a given space. In theory, with a Microsoft-powered VR headset, you can move your VR experiences from one room to another as easily as you could a laptop. It’s an important feature that makes getting in and out of VR a lot easier, and one Facebook and Google would love to match.

My time inside Windows Holographic also highlighted the value of multi-tasking with access to familiar apps. This is something we’ve lost in the Vive and Rift. Any simple task like checking Twitter or the weather requires dropping out of whatever you’re doing, but in the Windows vision of mixed reality  these apps sit on tables or hang from walls. Fully immersive software takes over everything, but some legacy apps can be enjoyed simultaneously. The interface also showed how some content, like a highly detailed animated 3D capture of a space suit, can seem to float in this virtual living room alongside other content.

I watched 360 videos with the movies app, checked out a model of the solar system and played Forza streaming from an Xbox. I also checked out Twitter and the weather forecast simultaneously, with both traditional Windows apps sitting on my virtual walls. I immediately wanted to surround myself in dozens of windows. Access to all these apps in VR really highlights just how simplistic and limiting Steam and Oculus Home are when it comes to app selection. Within a few minutes of playing around in there, I really wanted something similar in the Rift or Vive.

We still have much to see from Microsoft. Kipman said that the company’s GDC showcase is “all about the headset”, adding that Windows is open to a variety of inputs, from gamepad, to keyboards, to 6 degrees of freedom (6DOF) controls. He suggested upcoming conferences, including Microsoft’s Build, would show next steps in mixed reality for the tech giant.

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