Magic Leap CEO: ‘We have made something that is small, mobile, powerful, and we think pretty cool’

Magic Leap is a mystery. Parsing through their pre-factual, post-cool ad campaign leaves you with the impression that the brains at the company have created the next be-all and end-all of augmented reality devices thanks to an ingenious fight field display technology; and as a curious onlooker, getting a peek of the $4.5 billion startup‘s tech will cost you exactly one non-disclosure agreement. Ok. Probably several. Now founder and CEO Rony Abovitz offers a bit more in his recent blog post entitled Creativity Matters, where he speaks about some of the changes coming to the company in 2017, and for what it’s worth, says it’ll be “a big year for Magic Leap.”

In Abovitz’s last update in late December, he reported the successful conclusion of the company’s first PEQ (Product Equivalent) built to their target form-factor, and says a bigger PEQ run will follow in 2017, which is said to “exercise [Magic Leap’s] supply chain and manufacturing/quality operations.”

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Magic Leap CEO: "We’re gearing up to ship millions of things"

Current units built by Magic Leap “are for engineering and manufacturing verification/validation testing, early reliability/quality testing, production line speed, and a bunch of other important parameters,” he says.

If you’re partial to artistic flair, Abovitz is happy to oblige in his latest blog post. I’ve condensed it down some here:

“Our first product is coming,” writes Abovitz. “My office in our new building is right next to a small model home we built, right smack in the middle of everything. A home where we can test how Magic Leap will fit into your life each day.”

Rony Abovitz, CEO of Magic Leap | Photo courtesy Magic Leap
Rony Abovitz, CEO of Magic Leap | Photo courtesy Magic Leap

“2017 will be a big year for Magic Leap. Enjoy the ride with us – it will be fun. Magic Leap is for the dreamer, the artist, and the wide-eyed kid within us all. But what we are building is no longer just a dream. It is very real, and we are way past the “is it possible stage”. We are not about building cool prototypes. We are scaling up so we can manufacture hundreds of thousands of systems, and then millions. That requires a level of perfection, testing, and attention to detail by determined professionals. We have made something that is small, mobile, powerful, and we think pretty cool.”

“Our photonics may be powered by a novel array of unique nano-structures designed by our otherworldly optics team. Our sensors and computing pack a lot of punch in a small package. But the experience you should have must feel as if it were powered by unicorns and rainbows (and we have had many of those here).”

Magic Leap has only shown video capture of their technology, the most recent of which announcing a partnership with Lucas Films’ ILMxLab to create an AR experience.

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Project Alloy Debuts Multiplayer Merged Reality Gaming, Shipping in Q4 2017

Project Alloy Debuts Multiplayer Merged Reality Gaming, Shipping in Q4 2017

The Intel press conference at CES 2017 was almost entirely about mixed reality technologies. A large portion of the show asked the audience to literally be inside VR viewing demos in real-time, including a live 360 sports broadcast. But most of this was using existing technology, such as the Oculus Rift, to show off content rather than hardware. That is, until the Project Alloy merged reality headset made its debut at least.

Intel CEO Brian Krzanich excitedly showed off the upcoming device and a new multiplayer shooter game demo, proclaiming that it would be available by the end of 2017. We first got a glimpse of the headset back at the 2016 Intel Developer Forum in which we saw a live demo of the presenter walking around inside of the virtual world with full wireless positional tracking and what Intel referred to as ‘multi-room tracking’ due to the headset’s ability to track your outside environment. In this way, it merges AR and VR together, to create what the company has coined as merged reality.

During CES 2017, we saw a brand new stage demonstration that incorporated multiplayer in an intense action-shooter setting. In the GIF above, you can see a representation of how the device scans the room and then creates a virtual setting based on objects in the real world.

Here’s what it was like after the Alloy headset finished its scan and substituted the environment:

When you’re wearing the headset, all you see is the digital world that’s created, but the layout is determined by your actual physical space. It remains to be seen how flexible and accurate it is, but in theory, it appears to do a good job. This demo was not shown live, it was pre-recorded, so remain a bit skeptical until something first-hand can be accurately captured.

During the game, the two players could see each of their avatars in the world and shot down enemies in a post-apocalyptic style wave shooter that resembled the aesthetic of Hover Junkers. You can see the game in action below:

Notice how the player on the left is ducking behind a piece of furniture in the real world, but the game has mapped that as an object in the game. It’s a clever technique that will surely lead to some interesting applications and means that each time you play a game such as this built to take advantage of the Alloy’s merged reality capabilities, it should be entirely different based on where you physically play it.

For a closer look at the Project Alloy headset, take a peek at the up-close shots we took at IDF 2016.

UploadVR will be going hands-on with Project Alloy this week and will report back with further impressions. Let us know what you think — and what questions you have — down in the comments below!

h/t: All GIFs and screenshots were grabbed from the CNET livestream of Intel’s CES 2017 press conference. 

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Akonia Holographics: Günstige Augmented Reality Displays

Akonia Holographics ist ein Startup aus Longmont, welches seit einigen Jahren an holografischen Speichern arbeitet. Der Plan des Unternehmens ging aber bisher nicht auf, doch mit dem steigenden Interesse an Augmented Reality Brillen und Mixed Reality Brillen, könnte die Technologie auch eine andere Verwendung finden. Akonia Holographics möchte günstige Displays für Augemented Reality Brillen herstellen.

Akonia Holographics

Akonia wird also kein eigenes Headset auf den Markt bringen, sondern möchte als Zulieferer für andere Unternehmen agieren. Die eingesetzte Technologie bezeichnet Akonia als HoloMirror und diese soll sich perfekt für transparente Displays eigenen. Die Displays sollen ein sehr klares und farbiges Bild ermöglichen und ein Field of View von 60 Grad schaffen. Für Mixed Reality Headsets ist dieses Field of View wohl noch zu gering für den Massenmarkt, aber für professionelle Anwendungen könnte dies zunächst ausreichen.

akonia-2

Quelle: Akonia

Im Moment kann Akonia aber die eigenen Pläne nicht verwirklichen und das Unternehmen hofft auf Investoren oder Partner für die Herstellung der Displays. In den letzten Jahren hat das Unternehmen bereits ca. 100 Millionen US-Dollar in die Forschung investiert und besitzt über 165 Patente. Die aktuellen Gelder für die Entwicklung der Speicher, wird das Unternehmen komplett in die Fertigung der neuen Displays stecken.

Wenn ihr weitere Informationen wollt, dann könnt ihr hier das Unternehmen kontaktieren.

(Quelle: Venture Beat)

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Microsoft HoloLens: Neues Patent erspart das Streichen der Wohnung

In der Zukunft werden viele Dinge einfacherer und günstiger werden. Wer braucht schon einen teuren Fernseher, wenn er eine entsprechende App für einen Euro bekommt und sich diesen virtuellen Fernseher mit seinem Mixed Reality Headset an die Wand hängen kann? Nicht nur der Konsument spart durch eine Mixed Reality Einrichtung, sondern auch die begrenzten Ressourcen der Erde werden geschont. Ob man sich eine solche Zukunft wünscht, steht auf einem anderen Blatt, aber wir könnten uns diese Alternative durchaus vorstellen. Microsoft hat nun ein Patent für die HoloLens angemeldet, welches euch die Farbe von Gegenständen und den Wänden verändern lässt. Außerdem hat Microsoft auch ein Patent angemeldet, welches Farben und Objekte auch für andere Menschen sichtbar macht.

Neues Patent erspart das Streichen der Wohnung

Microsoft-HoloLens-ColorFill-Patent

Das Besondere an dem Patent ist also nicht, dass ihr die Farben wechseln könnt, sondern das auch andere Menschen mit der HoloLens diese Änderungen sehen können. Ihr könnt mit dem neuen Verfahren nicht nur Wände verändern, sondern ihr könnt auch eure Schränke, euer Sofa und alle weiteren Gegenstände im Raum farblich anpassen. Im Moment sollte dies mit dem geringen Field of View der HoloLens zwar nur bedingt Spaß bereiten, aber in der Zukunft könnte dieses Verfahren ein wichtiges und spaßiges Feature werden.

Außerdem meldete Microsoft auch ein Patent an, mit dem ihr virtuelle Objekte im Raum platzieren und für andere Menschen mit einer HoloLens sichtbar machen könnt. Somit könnt ihr theoretisch einen virtuellen Fernseher an die Wand hängen und alle Menschen im Raum können den Fernseher an dieser Position sehen.

Aktuell sind dies aber nur Patente und wir wissen nicht, ob und wann solche Funktionen integriert werden. Dennoch geben uns die Patente einen schönen Ausblick in die Zukunft.

(Quelle: VRScout)

 

 

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Smart Solution Makes Handheld VR Cinematography Easy with a Real Virtual Camera

VFX professional Kert Gartner has been pioneering new ways to make capturing virtual worlds as compelling as filming in the real world. His latest technique makes a real virtual camera out of an extra Vive controller and a smartphone.

You may have actually seen Gartners work before, he was a major part of the new Space Pirate Trainer trailer production, and the mixed reality Fantastic Contraption trailer. His latest trick is a little bit of genius that expands upon much of his prior work with VR cinematography.

To get the feel of ‘real world’ cinematography in VR, you need to be able to manipulate the virtual camera just like real world cinematographers manipulate real cameras. Often times that means handheld cameras that are up close to the action. Gartner has been emulating that handheld camera look by smartly using a third Vive controller to manipulate a virtual camera inside the virtual world. But filming this way is difficult because the controller doesn’t have a viewfinder, meaning that seeing what it’s pointed at requires looking at some distant monitor on the periphery of the of the action.

Now Gartner has solved that problem by using a smartphone to act as the viewfinder for the virtual camera, allowing him to see exactly what the virtual camera sees as he films:

The foundation of the technique requires a custom build of whatever VR experience is being filmed; one which is able to project multiple camera views in a single frame, including an angle which will be the view of a virtual camera which is “attached” to an extra Vive controller. Rendering out a 4k frame divided into multiple views means that each view can still be captured at a sharp 1920×1080 by cropping away the other views. Capturing all views at once gives the editor the ability to chose from multiple viewpoints of the same shot in post processing, without the cinematographer needing to do multiple takes from different angles.

virtual-reality-camera-vr-camera-htc-vive-1The next step is to affix a smartphone to the Vive controller. In this case, Gartner whipped up a simple rig with a vertical grip for easy capturing, but I imagine it would be almost as easy to connect the smartphone directly to the Vive controller (just don’t block the tracking receivers!).

From there, Gartner employs the jsmpeg-vnc utility which allows him to stream a selectable crop of the monitor to a web server which allows it to be viewed easily by visiting a URL on the smartphone. This gives him a viewfinder which shows exactly what the virtual camera sees.

virtual-reality-camera-vr-camera-htc-vive-4Altogether, the rig now works like a handheld camera, except instead of filming the real world, his viewfinder shows a portal into the virtual reality world. Even rendering multiple views at 4k and running the screen streaming and capturing software, Gartner says the whole system is still hitting the crucial 90 FPS figure (no doubt thanks to a powerful PC managing it all).

Praise to Gartner indeed for this smart solution, though many will know that technique isn’t brand new; the use of real-time digital visuals with a virtual camera and viewfinder has been seen in high-end film and game production, notably on Avatar (2009), Halo Reach (2010), and Uncharted 4 (2016) but Gartner’s system is tremendously less expensive, using just a PC, HTC Vive, extra Vive controller, and some streaming software; that puts it in the realm of practicality for many VR developers.

We expect to see this technique further developed for the production of high-end VR trailers, and even for big livestreaming VR shoots. Hooking the Vive controller and smartphone viewfinder up to a Steadicam rig could give a cool high-end film look. We can also imagine a more realistic virtual camera model offering complex adjustments like focal length, exposure, and manipulation of lens characteristics, all controllable in real time from the touchscreen of the smartphone viewfinder.

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Meta beginnt mit der Auslieferung der Meta 2

In der letzten Woche hatte uns Meta gezeigt, was  uns im Paket der Meta 2 erwartet. Spekuliert hatten wird, dass Meta in diesem Jahr nicht mehr mit der Auslieferung beginnen wird. Da haben wir uns aber wohl getäuscht, denn Meta teilte nun per Mail mit, dass das Unternehmen jetzt mit der Auslieferung begonnen habe. Leider bedeutet diese Nachricht nicht, dass alle Vorbesteller in den nächsten Tagen ihr Mixed Reality Headset erhalten werden.

Meta beginnt mit der Auslieferung der Meta 2

Meta sagt, dass die ersten Headsets nun in die Auslieferung gehen. Leider sagt Meta aber auch, dass die meisten Headsets erst Anfang 2017 versendet werden. Das Unternehmen möchte bis zum zweiten Quartal 2017 alle Vorbestellungen abarbeiten. Aktuell wird das Meta 2 Headset noch für 949 US-Dollar angeboten, doch der Preis soll wohl bald erhöht werden.

In der Theorie handelt es sich beim Meta 2 Headset um ein ähnliches Produkt wie die HoloLens von Microsoft. Ihr könnt mit der Brille Hologramme in die echte Welt bringen, die natürlich nur für euch sichtbar sind. Das Meta 2 Headset ist aber nicht autark wie die HoloLens. Das System muss stets mit dem PC verbunden werden. Zukünftig möchte das Unternehmen das Headset aber auch von den Kabeln befreien. Zwar schafft Meta mit dem Meta 2 ein höheres Field of View als die Konkurrenz, doch dafür müsst ihr zunächst mit einer kabelgebundenen Brille leben.

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Lumus Raises $45 Million To Enhance Augmented Reality Technology

Lumus Raises $45 Million To Enhance Augmented Reality Technology

Augmented and mixed reality work to enhance what we see in the real world and overlay constructive information or turn our surroundings into dynamic gaming experiences. Lumus, a company founded in 2000, is one of many focused on bridging the gap between the digital and real world through these types of experiences and they’ve acquired a massive amount that will help them advance their projects and technology.

Lumus completed a $45 million round of funding which brings their total since inception to $58 million. Lumus is positioned to enable headset makers rather than creating end products, and there are a couple kits listed on their site for manufacturers. Lumus provides its optical engine with believable augmented visuals and an overall small form factor through a light-guided optical element that works through ultra-thin lenses and a mini projector.

“This new funding will help Lumus continue to scale up our R&D and production in response to the growing demand from companies creating new augmented reality and mixed reality applications, including consumer electronics and smart eyeglasses,” says Ben Weinberger, Lumus CEO.

The Lumus team will also be utilizing a portion of the funding to market more efficiently, bring attention to the advancements and potential of the augmented reality industry. Companies like Quanta and HTC were instrumental in this funding round.

Advancements in the technology powering AR devices should benefit greatly from this new funding and, hopefully, we’ll start to see better solutions permeate across the industry.

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Visualising UI Solutions for Our Mixed Reality Future

Augmented and Mixed Reality technologies are rapidly evolving, with consumer devices on the horizon. But how will people interact with their new digitally enhanced lives? Designer Ben Frankforter visualises several ideas he’s had to help bring about the arrival of what he calls the “iPhone of mixed reality”.


Guest Article by Ben Frankforter

ben-frankforter-1Ben Frankforter is a designer passionate about connecting consumers and services via positive experiences. In the past 10 years, he’s designed and led small teams creating brands, furniture, interiors, and apps. I recently finished a position as Head of Product Design at BillGuard and now researching on user interfaces for mixed reality.


While virtual and mixed reality experiences are trending right now (we’ve seen a lot of cool examples in movies), I feel that there’s a lack in convergence of practical interaction patterns. We haven’t seen the iPhone of mixed reality yet, so I decided to explore the user experience and interface aesthetics of mixed reality and share my ideas with the community. My goal is to encourage other designers to think and publish ideas on MR interfaces.

As technology becomes invisible at all such levels, from a perceptual and cognitive point of view, interaction becomes completely natural and spontaneous. It is a kind of magic.
– Alessandro Valli

During our lifetime, we acquired skills that empowered us to interact with our environment. As Bret Victor explains, by manipulating tools that answer our needs, we can amplify our capabilities. We perform thousands of these manipulations everyday, to a point that most of them feel natural. And one of the attributes of good interaction design is allowing Natural User Interfaces: those which are invisible to the user, and remain invisible as we learn them. Some examples of these interfaces are speech recognition, direct manipulation, and gestures.

Apps as Objects

I started by looking into an interaction that felt very natural: browsing records.

records-mr-1I found this interaction interesting because of the following:

  • Direct manipulation of the catalog
  • Perception of progress while browsing
  • Full visual of selected item
  • Minimal footprint of scrolled items

I was thinking of a way to apply these principles to an interaction for browsing and launching apps in a mixed reality environment.

Apps as cards

mr-ui-cards-1In this case, the app cards are arranged in a stack and placed below the user’s point of view, at a comfortable reach distance. The perspective allows a full view of the apps in the stack. Just browse through the cards and pick up the app you want to launch.
Being virtual, the app cards could grow into various sizes, starting from a handheld virtual device up to a floating virtual display.

animated-ui-1
Manipulating virtual devices and displays
animated-ui-2
Going from app to device to display
mr-ui-concept-collection-1
Mockup of apps and virtual devices

Switching Between Apps

It’s an interesting way to open and close apps, but what about switching between them?
Inspired by Chris Harrison’s research, I explored a system that uses simple thumb gestures to navigate between apps and views. We can easily perform these operations, even with blinded eyes, thanks to two factors: proprioception (awareness of position and weight of our body parts) and tactile feedback (contact and friction applied to the skin).

mr-ui-app-switching-ui-1
Thumb gestures occur against fingers

mr-ui-appswitching-2-animatedThanks to the friction applied by the thumb sliding on the index, we perceive a continuous tactile feedback.

Proprioception with tactile and visual feedbacks enables switching easily between views.

 

 

 

 

Tools and Controls

While the left hand controls the basic navigation, the right hand is free to execute other operations by using virtual tools. The result of these operation are displayed in a virtual display in front of the user.

mr-ui-mockup-large-1
A bird’s-eye view of a photo browsing environment
mr-ui-mockup-large-2
Scroll through your photos

But a planar surface is not always available, and to be able to interact with any environment the user should be able to perform other types of gestures as well. Gestures in mid-air can help, such as framing the right photo.

mr-ui-concept-camera-1
Camera app

You can follow Ben Frankforter on Twitter and Facebook as he brainstorms solutions for the future of immersive technology user interfaces.

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The Future of Mixed Reality Is Much Bigger Than Magic Leap

The Future of Mixed Reality Is Much Bigger Than Magic Leap

Over the past three years Magic Leap have been one of the darlings of Augmented/Mixed reality. The Florida start-up was valued at $4.5 billion and  attracted nearly $1.4 billion in funding from investors such as Google, Andreessen Horowitz and Alibaba. And with the Augmented and Virtual Reality market projected to reach $162 billion by 2020, some would call that a fair price.

Their concept video was viewed over 3.5 million times on YouTube, and showed employees of the company blasting aliens in an augmented reality first person shooter. Although it did not explicitly claim that this was actual gameplay footage, the description told viewers that “This is a game we’re playing around the office right now.” The Weta Workshop logo was always prominent throughout, but it could have been assumed that this was because the New Zealand visual effects company – best known for their work in Peter Jackson’s Lord of the Rings and Hobbit trilogies – had made the graphics for the game itself. The video, it turns out, was produced using special effects. More recent videos from Magic Leap do clarify that you’re looking at the actual tech, but those videos show holograms that are  – perhaps unsurprisingly  – fuzzier and less impressive than the earlier one.

The very few hands-on demos that Magic Leap granted journalists relied on an almost comically large device –apparently referred to as “the Beast” within the company – which was roughly the size of a refrigerator and had to be lugged around in a cart. Later demos were delivered on a helmet-like HMD, although Kevin Kelly did report a rather more positive experience in a prominent Wired article published earlier this year. However, former employees of the company are now saying that the technology described in those early demonstrations that got everyone so excited won’t actually feature in the commercial release.

The Information reported that Magic Leap was facing serious hurdles in getting its patented fiber optic scanning display to work on a small enough scale to use on a wearable device, and that it’s now using another type of technology to try and fit this into a glasses-size prototype. They declined to give further details of what that technology was, but previously they had talked about  using silicon photonics in its hardware. The fact remains, however, that in spite of being in development for years and receiving such huge volumes of investment, there is still no window for release and Magic Leap’s ambitions of building a product “far superior” to that of its rivals is looking less likely today, in spite of their CEO’s Twitter claims which suggest the company is moving “full steam ahead.”

Rony Abovitz also went on to publish a short blog post giving what he describes as a “glimpse behind the scenes at Magic Leap.” It says they have now completed a PEQ (Product Equivalent) build of their target form factor, and are about to start a bigger run to exercise supply chain and manufacturing/quality operations. What it doesn’t go into, however, are any details regarding the performance of those devices, and whether they will be able to eventually deliver the experience promised by those early demos. Then, this week, Magic Leap’s head of public relations unexpectedly announced he was leaving the company.

So in the absence of more detail from the notoriously secretive start-up, I talked to a range of emerging companies and key players in the AR/MR space to explore their technologies and gauge whether they thought the negativity around Magic Leap was actually justified. The general feeling I came away with is that they want that early promise to materialize into something amazing, but have some serious reservations about their ability to deliver.

It’s all about the FOV

One of those companies is Oxford-based WaveOptics, which has been working on precisely the problem that has apparently plagued Magic Leap’s development – the quality and scalability of the display technology.

“There’s been a lot of hype around AR, with many companies discussing the future and potential applications of the technology, without focusing on how it can be deployed now,” explains CEO Sumanta Talukdar. He is confident, however, that his company is in a position to solve that problem for the entire industry.

Rather than relying on scanning and projection, their waveguide hologram technology works with photonic crystals that manipulate and map out light at a nano-scale. That makes for more stable, sharper and brighter holograms, but crucially also enables a lightweight and ergonomic design as it does not require cumbersome prisms, mirrors or scarce materials. Instead it collimates small and large output processing for more power-efficiency.

Their headset (nicknamed “the Ghost”) also has no ambitions to be a consumer device. Rather, it is meant to enable developers to build and test on top of their technology. It took 10 months to develop, and performed impressively when I tested it. The holograms retained their sharpness and bright colors even when I moved my head quickly or faced the window, projecting them against natural light (they were much fainter, but still visible). Crucially, however, the display was fully transparent, and the field of view was significantly wider than what you get with HoloLens.

In contrast to Magic Leap, WaveOptics has chosen to bootstrap their R&D, quietly developing this technology for the past three years by drawing on their team’s combined decades of expertise. CTO David Grey, for example, has been working on optical design, imaging and illumination for the past 25 years, and was head of optics for BAE Systems. They now claim to have several major partners lining up to incorporate this technology in their own products, and are planning to move their operations to the US as they close their first investment round. When I asked them about their thoughts on HoloLens, they said that their product was in no way competing with it or any other hardware, but rather could be integrated into such devices agnostically to improve FOV, much in the same way as ARM processors power mobile phones of all brands.

Some insight from the North

I was visiting Microsoft’s Vancouver office shortly after hearing those recent Magic Leap reports. The city is a thriving hub for AR development, supported by a strong creative and technical talent base that has its roots in the gaming industry. My Canadian hosts politely declined to comment on the Magic Leap news. My demo afterward included a last-minute addition: RoboRaid. Which just so happens to be a first-person shooter where you blast away at Augmented Reality aliens (much like the special effects-driven video from Magic Leap).

The truth is that Microsoft has made a very substantial strategic investment in getting their AR technology to this stage, and it seems to be paying off so far. Apart from the acknowledged limitation of the HoloLens’ narrow FOV – the experience works well, on every level. The hardware is comfortable and relatively light considering it is a completely untethered device, and the holograms it produces are sharp, responsive and complex. I certainly had a blast.

But as fun as shooting at those aliens proved to be, it wasn’t’ the main reason why I found myself in Vancouver. I was tempted over by something MUCH bigger. A short drive from Microsoft took me to the rather impressive base of one of Microsoft’s first and largest HoloLens partners, Finger Food Studios. This is a gigantic 25,000 ft² space which comfortably houses a full-size (real) truck as well as its full-size holographic counterpart, a whole bunch of desks, some shipping containers, and what is currently the world’s biggest hologram.

Their founder and CEO, Ryan Peterson, tells me that this space – which they call The Holodeck – is the largest dedicated Holographic design and development studio in the world. His company employs over 100 people and is growing at an astronomical rate. Unlike Magic Leap, however, their operations are entirely self-funded by work with clients such as truck manufacturer Paccar, which are already using those holographic tools to dramatically improve the efficiency of its design processes. As far as Peterson is concerned, there is certainly nothing intangible about AR. It is already a thriving industry, which will drive the transformation of every other industry on the planet.

No start-up is an island

Only time will truly tell whether Magic Leap has been overhyped, but last week’s news shouldn’t dampen the excitement around AR/MR. Over the past few months I’ve met many companies that are already developing and transparently demonstrating some truly amazing applications of these technologies.

From Zappar’s $30 dollar cardboard device to WaveOptics impressive FOV display to Finger Food’s mind-blowing giant truck hologram, there’s plentiful evidence that AR has a bright future. But what all these companies – and Microsoft, for that matter – have in common is a belief that this future is not something that they can build by themselves. All of them share an almost evangelical belief that the key to success lies in building a collaborative ecosystem capable of solving the massive challenges of scaling up the technology over the next few years, and that means being open. Not once in any of those meetings was I ever asked to sign a non-disclosure agreement. It’s a sharp contrast to Magic Leap, and perhaps an illustration of the challenges facing the company. Being so secretive means the startup isn’t part of the broader AR community, and must solve its problems independently. I would not count them out of the game, but it would be a nice change to see them join the conversation around AR more transparently, rather than guarding its secrets so jealously, almost like Smaug and his Arkenstone.

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Meta veröffentlicht Meta 2 Dev Kit Unboxing

Mit dem Meta 2 wird es bald ein neues Mixed Reality Headset geben, welches zwar mit einem PC verbunden werden muss, aber dafür auch ein beeindruckendes Field of View bieten soll. Zumindest im Vergleich zur HoloLens von Microsoft. Die Vorbestellungen für das Dev Kit wurden Anfang des Jahres gestartet und eigentlich war eine Auslieferung noch im Jahr 2016 geplant. Dieser Plan scheint aber nicht aufzugehen und vermutlich werden die ersten Headsets wohl erst im Jahr 2017 verschickt.

Meta veröffentlicht Meta 2 Dev Kit Unboxing

Zwar wird im neuen Unboxing Video kein Termin für die Auslieferung des Headsets genannt, doch das Jahr ist in zwei Wochen vorbei und wir glauben nicht, dass Meta die Auslieferung nicht groß ankündigen würde. Im Unboxing Video könnt ihr alle Teile bestaunen, die im Paket enthalten sind. Die neue Mixed Reality Brille wird auch mit einem Pad zum Abstellen ausgeliefert, welches die Linsen vor dem Zerkratzen schützen soll, wenn ihr das Gerät gerade nicht verwendet.

Aktuell wird das Meta 2 Headset noch für 949 US-Dollar angeboten. Im Video wird aber erwähnt, dass der Preis steigen wird. Im Video fällt außerdem eventuell ein großes Problem des Meta 2 Headsets ins Auge. Die virtuellen Objekte zittern bzw. bewegen sich leicht. Dies könnte auf ein nicht optimales Tracking zurückzuführen sein. Genaueres werden wir aber erst wissen, wenn Meta die Vorbestellungen ausliefert.

 

 

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