http://www.usatoday.com/story/tech/news/2016/03/30/we-test-hololens-vrs-augmented-cousin/82440070/
SAN FRANCISCO — The line for a quick demo of HoloLens snaked through Moscone Center during Microsoft's Build 2016 developers conference Wednesday.
The excitement is easy to explain.
HoloLens
is the world's first augmented reality device to hit developers, with
shipments starting today. But at this stage it's a bit like when Steve Jobs unveiled that first app-lite iPhone. Impressive, but of limited use.
That's
why Microsoft is banking on some of the 5,000 developers that have
converged on Build to create applications that may one day cause AR
goggles to be as ubiquitous as smartphones. In fact, AR is expected to
take a 75% slice of 2020's $120 billion AR/VR pie, according to industry
advisers Digi-Capital.
So the question is: In its first-gen state, is $3,000 HoloLens worth the hype?
How about an emphatic yes with a few critical asterisks.
USA TODAY was granted two hours with HoloLens earlier this week, with
the majority of that time dedicated to free exploration unfettered by
Microsoft oversight. Since previous media access has amounted to short
controlled demos, this was effectively the first opportunity to assess
what it would be like to own HoloLens.
By coincidence, the
experience came just days after this tech reporter was able to spend
significant time interacting with a development kit version of
Facebook-owned Oculus Rift,
one of three high-end virtual reality devices landing this year. While
virtual reality seals off the user to teleport them to other worlds,
augmented reality overlays interactive holograms over the real world.
Let's cut to the key impressions.
Form Factor. HoloLens
sits on your head like a 1.2-pound crown. Inside the clear plastic
visor are projectors for the holograms, while on the outside sits a
camera as well as sensors that determine your spacial position in a
given room.
The most important thing to point out here is HoloLens
is an untethered device whose technology resides inside the unit. An
equally impressive AR goggle made by Meta is, by comparison, connected
by a cable to a powerful computer. That also applies to all of the
pricey VR devices coming out this year, which include Oculus, Sony Playstation VR and Sony Morpheus.
One
cannot understate the importance of being untethered — no cables to
trip over — and therefore the freedom of movement that AR lords over VR.
True, VR immersion is wildly lifelike, but as a result many experts
advise no more than 20 minutes a day of VR viewing. In contrast, I had
HoloLens on my head for 90 minutes straight.
That led to one
notable criticism: 1.2 pounds might not sound like a lot, but it feels
like a little workout gym for your neck muscles after that amount of
time. There's little doubt that technological innovations may one day
create AR headsets that feel like the glasses we wear today, and that's
the point where adoption might skyrocket.
User Interface. There
are three ways to interact with HoloLens, air-touch (hold your arm out,
point an index finger to the sky then down), glance (move your head,
not your eyes, toward something you want then air-touch) and voice (here
Microsoft's virtual assistant Cortana does the honors, whether it's asking for a weather update or to bring up a webpage on a hologram browser).
The simplicity of this interface trio is to be applauded, though
again over time holding an arm rigidly outstretched proved a bit
fatiguing. Perhaps HoloLens is secretly being positioned as a virtual
computer-slash-workout device.
Looking through the headset, one
could see the hotel room overlaid with a variety of holograms fixed in
position. These ranged from a little dog in one corner to posters on the
wall. The Microsoft team had cleverly positioned a virtual TV screen
exactly over the screen of the room's real television. Any of these
holograms could be moved by the user by looking at them, pinching two
fingers together and dragging them to a desired position in the room.
All of this was mastered fairly quickly, which says less about this
reporter's AR skills and more about the way HoloLens engineers thought
through the UI challenges. The main critique here: one wished for a
slightly larger field of view when watching video content in HoloLens.
Applications. The
idea of HoloLens is to ultimately have it replace many of the objects
we use to interact with our digital lives. Instead of reading up on the
latest news on a PC or a tablet, in HoloLens you fire up a hologram
browser, choose its size and navigate to a site by typing one character
at a time (real keyboards connected to HoloLens by Bluetooth can also handle this task).
I typed in USA TODAY and was brought to our mobile site. While it was fascinating to see a story floating in space Minority Report style, navigating through the website proved problematic and, ultimately, I abandoned that quest.
Far
more successful was accessing a holographic tour of Rome, which
cleverly wove together a voice-over tour guide with real footage of the
Eternal City interacting with historical animations. At one point, the
floor dropped as the guide explained how in ancient times the city
streets were many feet below today's level. I could easily have spent an
hour on this virtual historical tour.
Also of note was playing a video game that found me literally running
around the room shooting aliens with my finger-turned laser gun. When
they shot at me and I ducked, I could see the blasts just missed me.
Here again the lack of tether exponentially expanded the interactive
possibilities of HoloLens.
The one thing that I wasn't able to
experience was perhaps one of HoloLens greatest selling points, which is
its collaborative power.
Multiple HoloLens wearers can be in the same room looking at the same virtual image, as was the case with the Case Western University
professors who appeared at Build to show how they are teaching medical
students about anatomy while all huddled around the same hologram.
There's
no doubting that virtual reality is a brilliant leap forward in our
ability to fully teleport into other realms for either entertainment or
instructional purposes. But what a few hours with HoloLens reveals is
that augmented reality — once its form shrinks and its use-cases
mushroom — is more likely to become woven into the fabric of our daily
lives.