Omnichannel Realities

In my last VRFocus article from September, I stressed the importance of Virtual Reality (VR) applications in focusing on usefulness and superseding reality. Then going on to highlight how content should be delivered via accessible (cheap and easy-to-use) hardware such as VR headsets connected to media boxes (e.g., Netflix) to reach mass market adoption.

Well, cases of such VR hardware are coming into play this year: Microsoft announced their VR OEM Windows “Mixed Reality” headset plans last year (previously called “Holographic”) and just provided more details at Game Developers Conference in San Francisco, beginning with key partnerships with Dell, Acer, Lenovo as well as launching their developers kits. These easy-to-setup and more affordable devices have the potential to become a home accessory for the mass market (I am not covering the gaming or B2B industries, nor their customer base or high spec VR & Augmented Reality (AR) hardware in this article, and therefore not referring to those).

The headsets don’t require external trackers and instead use their on-board sensors to provide indoor tracking, as well as other technologies, to enable what Microsoft has coined ‘6 Degrees of Freedom’. Although they are still tethered – for the moment at least as the wireless technology has been changing a lot in the past few months with cheaper solutions being offered by many different providers – their setup seems to be as simple as plug and play.

 

Microsoft announcing their VR headsets in 2016

Microsoft Acer Headset

Although their specifications are yet to be announced, at a price point of $300 one would hope they will be sold as bundles with new laptops and desktop computers. Indeed, as they are OEM and therefore built and distributed by computer manufacturing partners such as HP, Dell, Lenovo and more, it would make sense for Dell (as an example) to sell them as a PC with VR headset bundle this upcoming Christmas season. However, they could also lower the margins so much so that when someone is shopping for a computer the additional cost to add a VR headset would be even lower.

Also, one can expect GPU/CPU requirements and parts costs to go down, especially for the screens and chipsets; therefore, this will dramatically increase the accessibility in terms of cost and lower spec PCs requirements in future versions.

Example of a Dell online purchase bundle options, VR coming soon too?

As part of the Microsoft developer community, the Windows “Mixed Reality” or “Holographic” developer program also offers the promise of attracting an enormous pool of Microsoft developers to develop news apps, as well as extensions and browsers toolkits.

Perhaps the most important aspect here is the potential for the Windows “Mixed Reality” VR headsets to become a home accessory sitting next to one’s printer. Imagine you are browsing a website and there is a VR button to visualise the items on your basket at their real size or to watch a preview of a potential holiday; one would just click, put the headset on, experience the products and services, then remove or continue to finish your purchase in the VR mode!

The headset could become a tool which improves the customer journey experience, especially in terms of e-commerce – this is where there is truly mass-market adoption potential. Therefore, I don’t believe these VR headsets will be purchased by the mass market as a gaming or entertainment device (unlike the headsets which would be twinned with media boxes or gaming consoles, but also the Windows “Mixed Reality” VR which will be compatible with the Xbox gaming console), but instead as a tool being used sporadically to improve the internet browsing experience or through some VR apps experiences.

The browsing experience will also be seamless, with VR call to action buttons integrated within existing browsers – such as Internet Explorer – to create a seamless experience. We’ve already seen Google integrating VR functionalities in its’ Chrome browser and, therefore, it seems logical that Microsoft Explorer will also have these VR integrations. Given that there is a whole VR/Augmented Reality (AR) Windows Mixed Reality integrated development platform, we will be sure to see more and more AR, Mixed Reality (MR) and VR integrated features within the Windows Operating System and its’ core applications, such as Explorer, Apps, Office, Skype, LinkedIn and more.

At this stage, VR becomes part of the e-commerce customer journey which, amazingly, extends into an AR/MR/VR/Artificial Intelligence (AI)/Internet of Things (IoT)/Wearables circle:

A customer uses a mobile or wearable Augmented/Mixed Reality device to gain more information in a shop about a product or location, or just special offers. To do that, AI computer vision and IoT provide more information about the product whilst also learning about the customer’s behaviour. While doing this, an updated 3D pointcloud of the shop and the product has been scanned. All this information can be used in a Virtual Reality version of the shop by another customer who is shopping fully or partly in VR (i.e., browser mode).

Of course, more detailed scanning and updates will also be carried over by specific staff (and drones) in shops, with the VR versions will be customised and adapted using machine learning to deliver a personalised experience.

On the AR and MR side, which company is better positioned to provide cloud point data and then a VR rendering and version of a location such as a business? The answer is a company who has had AR products tested long before the current wave of AR and VR buzz.

Google

It seems logical that Google will be (or already is?) a central provider of those AR cloudpoints through existing data; but also of AR wearables and mobile devices, such as the hybrid DayDream/Tango phones like the Asus Zenfone AR. It’s also logical that it will release a successor to the Glass product for the mass market, since it arguably has the most experience in that area (with companies like ODG, a very experienced AR glasses maker).

ASUS ZenFone AR with Google Daydream integration

Also, bear in mind that there is already a VR version of Google Earth on Steam for the HTC Vive, which shows that having Google Maps VR is not far-fetched at all and that all AR scanning would update outdoor and indoor datasets. Google also has relationships with businesses that are mapped and on the internet through its’ SEO; this provides a great advantage for existing information and relationships to integrate those within the AR/MR information systems, as well as VR e-commerce experiences.

 

This illustrates how close and connected AR/MR and VR have become, as well as how intrinsic AI, IoT & wearables technologies are to the whole system.

From a hardware perspective, it also shows that Microsoft Mixed Reality VR OEM headsets are not the only potential mass market devices; it seems logical that future Google Daydream VR headsets and their wearable AR products will be fully integrated with Google Tango phones as a hybrid (beyond the current two modes in one phone).

Therefore, Google and Microsoft will have strong multi-platform AR/VR capabilities that harness their operating systems, technologies and ecosystems.

Most importantly, this means the Omni channel strategy for brands and marketers is more streamlined and effective if they ensure they harness those AR/MR/AI/IoT/Wearables interactions and prepare accordingly.

Consequently, instead of calling this a ‘circle’ or a ‘system’, it seems to be more a strategic AR/MR/VR vision relying on a product/service’s ‘omni-channel presence’ or ‘omnichannel realities’.

To prepare for their presence on those various technologies, brands and agencies must prepare for seamless integrations of AR and VR features within their marketing and e-commerce channels. It starts, for example, with adopting 3D scanning technologies to make the products available for visualisation, as well as to integrate those assets for narrated/interactive marketing experiences. However, these are not simple integrations as they require different skillsets and product management systems.

Also, by making products available in 3D, their design is out in the open, which is no different from stocking a product physically in a shop for a customer to observe. However, the most conservative brands may be slower to accept this, although they will eventually be required to adapt.

These are exciting times to prepare the grounds for augmented customer journeys, in which the focus really comes back to usefulness and personalisation.

I don’t believe in providing more information to visitors/customers in augmented shops or on e-commerce websites with VR functionalities, but instead a more seamless and customised information delivery system providing much higher satisfaction and conversion rates.

 

 

 

 

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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Windows Holographic für Oculus Rift und HTC Vive

In diesem Jahr wird Microsoft mit einigen Partnern Virtual Reality Brillen auf den Markt bringen, die eine direkte Unterstützung vom Betriebssystem erhalten und nicht über eine separate Software angesteuert werden müssen. Dies soll sich positiv auf die Performance auswirken und Windows soll zu einem wichtigen Bestandteil von Virtual Reality werden. Die Brillen sollen aber nicht nur von einer besseren Performance profitieren, sondern sie werden auch einen Zugriff auf Windows Holographic erhalten.

Windows Holographic für Oculus Rift und HTC Vive

Wie Microsoft mitteilt, will das Unternehmen die Oculus Rift und die HTC Vive nicht aus Windows Holographic aussperren. Microsoft sagt, dass Facebook und Valve großartige Partner seien und man werde diese Beziehung nicht aufs Spiel setzen, nur um die eigenen Geräte in den Mittelpunkt zu stellen. Die HTC Vive und die Oculus Rift können also einen Zugriff auf Windows Holographic erhalten, doch es wird weiterhin zusätzliche Software nötig sein, damit die Brillen unter Windows funktionieren. Microsoft schiebt die Verantwortung aber an HTC und Oculus ab, denn das Unternehmen sagt, dass man diese Hersteller nicht an einem Support behindern werde.

Die ersten speziellen Brillen für Windows Holographic werden in diesem Jahr erscheinen und Microsoft und Acer liefern noch in diesem Monat die ersten Kits für Entwickler aus. Aktuell sind Brillen von HP, Dell, Acer und 3Glasses geplant und jede Brille soll über die Spezifikationen eine eigene Zielgruppe ansprechen. Außerdem hat Microsoft bereits verraten, dass auch die Xbox One Scorpio mit einem Support der Brillen ausgestattet wird, auch wenn im Moment noch nicht klar, welche Brillen konkret unterstützt werden.

(Quelle: Upload VR)

Der Beitrag Windows Holographic für Oculus Rift und HTC Vive zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

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 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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GDC 2017: Microsoft Shipping VR Dev Kits This Month, Full Launch This Holiday Season

GDC 2017: Microsoft Shipping VR Dev Kits This Month, Full Launch This Holiday Season

Microsoft’s VR headsets, made in partnership with major companies, remain shrouded in mystery at the moment, but select developers will start getting a peak behind the curtain later this month.

The company today confirmed that development kits for its first partner device, made by Acer, will be rolling out in stages starting this March. In fact, any developer that attended its mixed reality session at the 2017 Game Developers Conference today received a ‘Golden Ticket’ that will get them a unit in the coming weeks.

Acer’s headset features two LCD panels at 1440 x 1440 resolution, a 90Hz refresh rate, built-in audio and microphone support, and is connected to a PC via HDMI 2.0 and USB 3.0.

The most important feature, of course, is the inside-out tracking supported in all of Microsoft’s mixed reality devices, including HoloLens. This on-board positional tracking system negates the need for external sensors tracking a headset and controller’s location as seen with the Oculus Rift, HTC Vive, and PlayStation VR.

Developer kits will feature access to Windows 10 Insider preview builds and the software development kit (SDK) needed to start building mixed reality apps.

The consumer version of the kit will be launching this holiday season along with other Microsoft headsets from Dell, ASUS, HP, 3DGlasses, and Lenovo, the latter of which we saw as a shell at CES earlier this year. Speaking to UploadVR, Microsoft Technical Fellow Alex Kipman outlined the holiday season as “something that starts in October and ends at Black Friday/Thanksgiving,” giving us a pretty clear month-long window for launch.

As for the uses cases when the devices launch, Kipman assured that they would very much be “consumer devices”, used for both interactive content like creation apps and consumptive software like watching movies or streaming games. No one at the company has outright said these headsets will support the Xbox One and Project Scorpio consoles yet, but they have heavily implied that will happen next year.

We’ll next see the headsets at the company’s Build developer conference in May, and after that we’d expect to hear more at E3. There’s still a lot of ground to cover, before launch.

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Report: Microsoft Might Not Update HoloLens Hardware Until 2019

Report: Microsoft Might Not Update HoloLens Hardware Until 2019

A report on Thurrott.com indicates Microsoft is skipping an incremental hardware update to its Hololens in favor of a generational upgrade in 2019.

The post by Brad Sams says tips he received from “several sources” indicated Microsoft canceled its second version of Hololens to focus on a third version that will take longer to ship but provide a bigger improvement. The article frames this as Microsoft deciding it has “a large lead in the AR space and isn’t feeling pressure to release a product that is only an incremental update.”

From the post:

By skipping what was version two on their roadmap, the company can accelerate version three which will be closer to a generational leap and help keep Microsoft ahead of the competition. My sources are telling me that this version of Hololens will not arrive until 2019.

This framing of the information could be representative of Microsoft’s outlook. After all, Hololens as a self-contained unit with solid inside-out positional tracking is in a class of its own right now. But we’ve also heard reports suggesting that not many of the $3,000 headsets have been sold. The high price of Hololens could mean only developers contracted to make business, medical or industrial applications are likely to find success in the near-term. Now early adopters are essentially being told not to expect an upgrade soon. Developers who hoped for a rapid follow up from Microsoft that would be less expensive and appeal to a larger segment of buyers are going to have to bootstrap their ideas for longer, or find another way to head to market more quickly.

I reached out to Microsoft for comment and received the following prepared statement:

Mixed reality is the future of computing, and Microsoft HoloLens is the future and present of mixed reality. Our commitment requires no roadmap.

Of course, developer kits for VR headsets compatible with new versions of Microsoft’s Windows are set to be released at GDC. These upcoming headsets will feature a range of specifications, allowing Microsoft partners to release a variety of hardware solutions with different capabilities priced all the way down to $300. These systems could provide an alternate route to market for some developers already familiar with Windows and its mixed reality tools.

It is also worth noting we are waiting to see how Microsoft will work with the HTC Vive and Oculus Rift going forward. As owner of the Windows operating system, Microsoft has enormous power in issuing future updates to the software and determining how VR and AR hardware will interact with it. With Hololens hardware updates potentially pushed to 2019, is it more important that Microsoft start generating revenue right now from all VR and AR headsets which use Windows?

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‘VertoStudio’ Is A 3D Modeling Studio For Windows Holographic

‘VertoStudio’ Is A 3D Modeling Studio For Windows Holographic

While current VR headsets mainly thrive on gaming, Microsoft’s upcoming Windows Holographic devices certainly look like they’ll have a big emphasis on production, much like its HoloLens developer kit already does.

VertoStudio VR is another app that supports that theory. It’s a just-released 3D modelling app that allows you to either create or import 3D files, present them in mixed reality on HoloLens, and then manipulate them using the headset’s gesture controls. Check out the video below to see how it works, though pay particular attention to the second half of the clip where the developer demonstrates just how you to shape and change models beyond simple scaling and rotation.

At first you might wonder why this alternative is better than simply editing these models on a tablet or PC, but the ability to alter polygons with a pinch of your fingers and then see those changes as if a product was actually sitting in front of you has genuine use.

“Nothing compares to the ability of having depth perception and real world scale when modeling,” says creator Michael Farrell over email. “This especially holds true when you have a physical copy of the object you are trying to model in front of you. There’s nothing else like it.”

Farrell tells me that the VR version of his productivity app has been in the works for about seven months in his spare time. Now that it’s done, he’s looking to get it into the hands of as many HoloLens users as possible. In fact, as he says in the video below, he won’t be happy unless most owners pick it up.

“In order for this to feel successful almost every single person that has a HoloLens has to buy this app,” he says, before admitting that’s likely unrealistic.

One factor that will mean Farrell has some convincing to do is the price. VertoStudio VR costs $100 on the Windows Store, which actually sounds reasonable for a productivity app, even if he describes settling on the price as a “hard” decision.

“The first influence was the price point of the Google sketch up viewer which, when I last checked, was around $1500,” he explains. “This established a market ceiling for me because I knew that they must have settled on that point based on market research and data that I simply didn’t have access to. That, the exclusivity of my features, and my own time investment are what led me to my $100 price point.”

But there is one thing that could expand Farrell’s audience exponentially: Microsoft’s upcoming VR headsets, made in partnership with companies like Dell and Lenovo. With starting prices set to be a tenth of the $3,000 HoloLens developer kit, and full compatibility with the Windows Holographic OS, these devices could be where VertoStudio really shines.

Fortunately, Farrell says his software could launch on VR headsets “very quickly”.

“I would have to modify the app slightly to handle controller based selection instead of gaze targeting,” he says. “I would also have to provide some sort of VR environment so the user isn’t working in a black space.”

For now, the developer is taking a short break from the project, but he’ll look into VR implementation when he returns. Maybe we’ll see more from the app after developer kits for the Windows VR headsets start shipping at GDC next month.

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First Look at Windows Holographic VR Headsets from Dell, HP, Acer & 3Glasses

Here’s a visual tour of some of the first VR headsets to be shown adopting Microsoft’s new Windows Holographic platform. At CES Acer, 3Glasses, Dell, HP and Lenovo are all showing VR headsets due for 2017, this is what they’ll look like.

Microsoft’s Windows Holographic is the company’s immersive initiative built on foundations begun with their first foray into the augmented reality world with their HoloLens visor. At the time of HoloLens’ launch, Microsoft announced that Windows Holographic would be a unified platform for immersive devices, built into every copy of Windows 10. Therefore, any manufacturer looking to enter the VR or AR space could design and build that hardware atop Windows Holographic, knowing the APIs used would be universally available to Windows users.

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The initial lineup for Windows Holographic hardware was announced in December of last year, with Microsoft OEM stalwarts Asus, Acer, Dell, HP, and Lenovo all signing on to produce VR hardware for the platform. Chinese VR headset maker 3Glasses also joined the group, and will support the Windows mixed reality environment on their S1 VR headset in the first half of 2017.

We already took a sneak peek at Lenovo’s device at CES this week and despite the device being non functional, the flip-up face interface and PSVR-like head harness impressed. Now, Windows Central has taken a closer look at the devices from other partners, and while there are some design ethos differences, that flip-up functionality and head harness design we liked so much seems to be standard across all. Here’s a quick visual tour of each, thanks to Windows Central. Note how all seem to include front-facing, dual camera sensors presumably integrated for use with inside out tracking, as has been confirmed for Lenovo’s headset.

Acer

Image courtesy Windows Central Image courtesy Windows Central

Dell

Image courtesy Windows Central Image courtesy Windows Central

3Glasses

Image courtesy Windows Central Image courtesy Windows Central

HP

Image courtesy Windows Central Image courtesy Windows Central

In terms of specifications for these new headsets, all we know at present is that they’ll be able to “scale across mainstream Intel architecture platforms natively on [Intel’s CPU-integrated] HD Graphics,” by the end of 2017. But as we’ve noted before, that it’s unlikely this will allow the creation of high fidelity VR experiences the likes of which seen on other PC VR platforms like Oculus’ Rift and HTC’s Vive.

In terms of headset resolution, we know Lenovo’s will pack dual 1440 x 1440 pixel panels but if the tracking and headset form factors may be similar across the headsets pictured above, there’s no guarantee display tech will be too. In fact, given the likely price disparity between the cheapest (said to be close to $300), different headset may opt for more premium specifications.

Road to VR are at CES throughout the show, and we’ll be doing our best to shed some light on these questions.

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