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[CNET] Robots crawl through walls in Microsoft's terrifying HoloLens demo - Page 4

post #31 of 54
I'm not sure if this or the Valve Vive demo was more cheesy.

I think the Vive actually demonstrated much better fluidity in interaction (opening drawers).
The Vive was basically the same thing except it's VR with spatial awareness instead of Augmented Reality. I'll take VR over AR, my room is pretty cluttered.

The lack of large spaces in the average house is probably the main thing holding back any of these concepts and why Augmented Reality is best applied outdoors. E.g. Pokemon.
post #32 of 54
Thread Starter 
Quote:
Originally Posted by ILoveHighDPI View Post

I'm not sure if this or the Valve Vive demo was more cheesy.

I think the Vive actually demonstrated much better fluidity in interaction (opening drawers).
The Vive was basically the same thing except it's VR with spatial awareness instead of Augmented Reality. I'll take VR over AR, my room is pretty cluttered.

The lack of large spaces in the average house is probably the main thing holding back any of these concepts and why Augmented Reality is best applied outdoors. E.g. Pokemon.

Not that I necessarily disagree; clean your house. "Cluttered" problem solved.

Also, just because it's AR, doesn't necessarily mean you have to be jumping around the living room like a goofball. It'll work just as well sitting on my ass on the couch.

As a flight sim nut, I have high hopes for AR. I need to be able to see through the device on my face so I can use my MFD's and HOTAS. VR kills that, AR does not.
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post #33 of 54
Quote:
Originally Posted by LancerVI View Post

Quote:
Originally Posted by ILoveHighDPI View Post

I'm not sure if this or the Valve Vive demo was more cheesy.

I think the Vive actually demonstrated much better fluidity in interaction (opening drawers).
The Vive was basically the same thing except it's VR with spatial awareness instead of Augmented Reality. I'll take VR over AR, my room is pretty cluttered.

The lack of large spaces in the average house is probably the main thing holding back any of these concepts and why Augmented Reality is best applied outdoors. E.g. Pokemon.

Not that I necessarily disagree; clean your house. "Cluttered" problem solved.

Also, just because it's AR, doesn't necessarily mean you have to be jumping around the living room like a goofball. It'll work just as well sitting on my ass on the couch.

As a flight sim nut, I have high hopes for AR. I need to be able to see through the device on my face so I can use my MFD's and HOTAS. VR kills that, AR does not.

How much does tactile feedback matter to you?

We love flipping real switches but with VR you can (theoretically) bring your hand into the virtual world. Maybe AR is more practical at the moment but not too many people are willing to set up an entire wall of switches. Not to mention VR gives you dynamically changing layouts so you can fly any craft with everything where it should be. I might even argue that the muscle memory of reaching for the switch is as important as the feel of the switch itself. I have some experience with heavy equipment and there is something to be said for the feel of the dials and toggles themselves (in this case it's usually horribly sloppy and falling apart), but you're probably not going to have accurate switches for more than a few setups.
If you don't intend on being able to fly blind (which may be necessary for the professionals) I'd be more than happy with a virtual dashboard and some Haptic fingertips.
post #34 of 54
I still see VR being better though for gaming. AR alters the world around you meaning that you're still limited. VR though can create entirely new worlds around. I think I'd rather be shooting aliens on another planet or in space then in my room...

AR still has potential, for sure, I just don't think it's a strong when it comes to gaming.
post #35 of 54
Thread Starter 
Quote:
Originally Posted by ILoveHighDPI View Post

How much does tactile feedback matter to you?

We love flipping real switches but with VR you can (theoretically) bring your hand into the virtual world. Maybe AR is more practical at the moment but not too many people are willing to set up an entire wall of switches. Not to mention VR gives you dynamically changing layouts so you can fly any craft with everything where it should be. I might even argue that the muscle memory of reaching for the switch is as important as the feel of the switch itself. I have some experience with heavy equipment and there is something to be said for the feel of the dials and toggles themselves (in this case it's usually horribly sloppy and falling apart), but you're probably not going to have accurate switches for more than a few setups.
If you don't intend on being able to fly blind (which may be necessary for the professionals) I'd be more than happy with a virtual dashboard and some Haptic fingertips.

Yes, tactile feedback is important to me.

However, I see your point. I don't know enough about either to come to a judgement. I can't wait to see what AR and VR have in store for us. It's definitely exciting!
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post #36 of 54
Four words...

Star Wars Holo-Chess

Why is this not a thing with Hololens.
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post #37 of 54
Neat demonstration, I can see a lot of uses for this from entertainment to education, medicine to military, art to.... I ran out of alliterations.

AR and VR both have their strengths and weaknesses, but it's going to be interesting to see how both are implemented.
Quote:
Originally Posted by redfroth View Post

Four words...
Star Wars Holo-Chess
Why is this not a thing with Hololens.

Another four: Let the Wookie win.

I'm sure it will come along as soon as dev kits / source code are available.
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post #38 of 54
Quote:
Originally Posted by GingerJohn View Post

Neat demonstration, I can see a lot of uses for this from entertainment to education, medicine to military, art to.... I ran out of alliterations.

AR and VR both have their strengths and weaknesses, but it's going to be interesting to see how both are implemented.

AR will be widely adopted by.... everyone, for every reason you can think of and all those you can't. VR will always be a niche product.
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post #39 of 54
Quote:
Originally Posted by xenophobe View Post

AR will be widely adopted by.... everyone, for every reason you can think of and all those you can't. VR will always be a niche product.

Depends on the content - VR has the possibility to be huge too, and AR could flop if the content isn't there to support the technology.
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post #40 of 54

Well, if they ever do make a VR arcade we'll know where all the LSD dealers are headed...

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