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Using the hololens on a moving platform

We have a very specific use case for the hololens that involves using it onboard of a ship while it is moving. From my testing so far (just in a car), it seems the device loses it's bearings, as it were, when the platform moves but the user does not.

From what I can determine, this is because of an inability for the 3D camera sensors to reconcile with what the IMU reports (cameras report stationary, but IMU says the user is moving). On board of a large ship, the "world" will indeed seem stationary to the cameras, but the IMU will still pick up inertial movement of the ship.

Is there any way around this? Am I correct in my assumption as to the source of the problem? Any chance this can be handled in a future update?

One solution I can see would be to modify the IMU data with a stream from a second IMU that is fixed the the ship, so that the ship position can be "subtracted" from the user position and thus the hololens only sees the motion of the user relative to the ship.

I know the official word is that the device is intended to be used indoors, but this is a big issue for us (and technically, inside a ship is still "indoors".)

Any insight appreciated... thanks.

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    mark_grossnicklemark_grossnickle ✭✭✭
    Answer ✓

    I wouldn't think this would be an issue. We've used it on a plane before without trouble. Unless maybe it is trying to track what is outside the windows?

    Taqtile

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    mark_grossnicklemark_grossnickle ✭✭✭
    Answer ✓

    I wouldn't think this would be an issue. We've used it on a plane before without trouble. Unless maybe it is trying to track what is outside the windows?

    Taqtile

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    @mark_grossnickle said:
    I wouldn't think this would be an issue. We've used it on a plane before without trouble. Unless maybe it is trying to track what is outside the windows?

    Thanks for the reply; a plane would be very similar in conditions to a ship, so that's great to hear. I'll have to try it in actual environment to know for sure, then.

    My initial thought was that it was trying to track outside the windows and that's what messed up the tracking, but after some reading this week I was worried about it being more fundamental. More testing required!

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    Hi @hacknoid, did you learn more about this scenario? I have a moving vehicle scenario too. And my experimentation so far is not finding a good path for this. The only thing I found helpful so far, based on other forum threads, it to disable the default tracking loss in Unity: https://developer.microsoft.com/en-us/windows/holographic/tracking_loss_in_unity. At that point the hologram doesnt disappear and it handles small movements without drifting too much, but pretty quick it starts to drift too far of course as it is body locked and getting inaccurate rotation inputs only. Plus I've just generally found that the attempts to regain tracking seem to have a negative cumulative effect on the viewport stability, things becoming jittery and with ghost images etc. An off/on needed to reset it at that point.

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