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The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
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.
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, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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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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Best Answer
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Optionsahillier mod
Hi @mtycholaz,
Wearable holograms are not any different than regular holograms, except for their location. It should be possible for any developer to create such holograms, but it would make the most sense in a shared experience, because camera culling will prevent you from being able to see holograms that are very close to your body. See our design doc for some more information about hologram placement: https://developer.microsoft.com/en-us/windows/holographic/designing_for_mixed_reality
Thanks,
~Angela6
Answers
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
Hi @mtycholaz,
Wearable holograms are not any different than regular holograms, except for their location. It should be possible for any developer to create such holograms, but it would make the most sense in a shared experience, because camera culling will prevent you from being able to see holograms that are very close to your body. See our design doc for some more information about hologram placement: https://developer.microsoft.com/en-us/windows/holographic/designing_for_mixed_reality
Thanks,
~Angela
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?
Toronto-HoloLens | Blog | @alexdrenea
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).