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What happened to wearable holograms?

At Build 2015 they showcased a wearable hologram during RoboRaid demo (shield, vortex mode, etc)

At Build 2016, nothing was announced regarding wearable holograms. Are they an extra accessory?

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    james_ashleyjames_ashley ✭✭✭✭
    @mtycholaz,

    I think it's more of a concept than a feature and I've only seen it in that demo. Major bragging rights for anyone who implements it.

    From a ux perspective, it probably needs two hololenses in a shared experience to be really effective, since another person will see your wearables better than you do.

    James Ashley
    VS 2017 v5.3.3, Unity 2017.3.0f3, MRTK 2017.1.2, W10 17063
    Microsoft MVP, Freelance HoloLens/MR Developer
    www.imaginativeuniversal.com

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    AlexDAlexD ✭✭✭

    I agree, major bragging rights to whoever does it.
    Not sure how one would track said body part since the spatial mapping won't work at 60fps and you cannot really use the HoloLens position to determine hand position or movement...
    Maybe there are other ways?

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    This points to something that I'd really like to have available - I commented on a discussion yesterday that "hands are handy but controllers give control". For some features, you want the precision of a spatially-aware controller. A TiltBrush like experience would be marvelous on HoloLens, for instance, but it requires precise control at a level that I don't think is feasible with an airtap. It seems like a simple thing - with all the spatial sensing that's onboard already, as well as the infrared dept and optical cameras, something like a PS Move controller or the Ximmerse X-Cobra controllers should be straightforward to implement. They'd add SO much functionality, too. It wouldn't be unreasonable that if tracking on the controller was lost, that it would be assumed to be in the same relative position to the headset as it was last seen (since inside-out tracking will have a tendency to lose the controller position).

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