Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.

Is it possible to give haptic feedback when we touch a Hologram

Is it possible to give haptic feedback when we touch a Hologram? If we can implement something like it, that will be cool.

Best Answer

Answers

  • Of course, but you would need to integrate a separate haptic system like gloves or controllers. The hololens is effectively a display/audio system.
  • stepan_stulovstepan_stulov ✭✭✭
    edited September 2016

    If you use some very efficient ear plugs to make sure you only receive the bone-conducted component of a sound and then play a deep bass-y sound on the HoloLens when something collides with you head this could hypothetically be perceived as haptic. But I've just made it up, no promises :D

    Building the future of holographic navigation. We're hiring.

  • Thank you @utekai

  • utekaiutekai ✭✭✭
    edited September 2016

    Also wanted to add, the main camera can have Depth Of Field component added (from Standard Assets) and will give visual indication of how close to the hologram the user is, based on the FocalDistance of the DepthOfField component. If set short, when the user is close enough to the hologram it becomes fully focused.

    But this only let's the user know, but doesn't inform the hologram .

    To autodetect proximity so the hologram will be informed, here's an idea ...

    I've not tried it yet (newbie with Unity), but think a Point Light source that follows the Main camera could be used here in some way, or the Point Light Source could alternatively be attached to the top or midpoint of the hologram. Since the Point Light source has an adjustable Range, it could be set to a short range (say .1f), and when that point light is detected (either by the hologram or by the main camera depending on where it's attached), it could be assumed the user is close enough to the hologram. This requires that a light sensor be available to detect the Point Light source. Maybe using Pixels to sense when the specific light from the Point Light is hitting the Pixel under observation. Else using RayCasts.

    And then found this, which has asks the same general question about light detection, with an answer of using Pixels to detect the light. So it's possible. Code sample too.

    Also raycasts are limited to the gaze point I think. Whereas the light detection might be able to go 360 degrees. So if a hologram moved into the user's space, even if the user wasn't looking, the user or hologram could be informed.

Sign In or Register to comment.