Pretty cool 2nd experience by Brett Howse
http://www.anandtech.com/show/10210/hololens-round-two-augmented-reality-at-build-2016
The very interesting bit was later on, when we linked our Hololens units with the other people in our six-person pods. This way all six people could interact with a single energy ball. People also got to choose an avatar which would float over their heads. That experience was pretty amazing. With very little setup, the holograms were truly linked to a single point that all people could see.
As part of this demo, my coach suggested I walk around the (very large) room and then look back. This was probably the most amazing part of the demo. After walking a hundred feet or more away, and around some tables and pillars, I looked back and the hologram was still floating exactly where I left it. The ability to really lock things to a location is really the one part that needs to be perfect for this experience to work, and they really nailed it. In addition, my pod mates were all around the room with avatars floating over their heads.
The ability to see something anchored in the world no matter where you roam or how far away the AR object is (this one was ~100 feet/30.5 meters away) is pretty key to AR, IMO. Presumably an architect, for example, could place a building in the real world. Then walk/drive some distance away, lets say half a kilometer, and still see it anchored in the real world and see how it blends in with the surroundings (at that distance a large building would likely fit within the smallish FOV). Then drive to the other side and see how it looks from that vantage.
As expected FOV is still relatively small.
I would explain it as something like a mid-sized television, in the 27-inch range, sitting a few feet away from you.
Translucency is variable depending on the background and lighting. As we've noted before. But even with the small-ish FOV, remains convincing enough that the body and mind instinctively try to avoid potentially dangerous obstacles.
Towards the end of the demo session we did some shooting of orbs which opened up a hole in the floor. Peering down into it, it really felt like this was something you didn’t want to step into. The holograms tend to be a bit translucent, but on this one in particular it was much more solid.
And very wise words.
The experience of AR is much different than VR. Because you are interacting with things in real space, you can easily move around without fear of tripping or walking into a wall. VR is able to offer much more complex graphics and immersion right now, but you are largely bound to a single location. The use cases for AR seem, to me, to be not necessarily the same as VR and both should easily be able to co-exist.
While there is some overlap. AR is not VR and VR is not AR.
For example, with the above architect, perhaps his company did a VR mockup prior to that to get dimensions and whatever correct. Then using AR they can see its impact on its real life surroundings. Is it going to be an eye-sore. How will it block line of sight to potentially important landmarks (both major and more importantly minor landmarks that might be otherwise missed) for surrounding buildings. Something like that could have potentially avoided many situations in real life where companies and individuals were sued because their buildings interfered with established land owner's line of sight to key physical landmarks.
In more gaming centric terms. Imagine putting on an AR device like the HoloLens and seeing Godzilla walking through your city/town/suburb/etc.
Yes, I know it isn't practical, but it'd certainly be cool. Or a little more realistically, the black obelisk from the movie 2001 sitting in the middle of whatever location a couple kilometers away. Although I personally don't think gaming will be a strength of AR, there's just the potential for so many cooler things that aren't related to gaming.
Regards,
SB