3. Nice to MeetYou
3
MatteoValoriani
CEO of FifthIngenium
PhD at Politecnico of Milano
Speaker and Consultant
Microsoft MVP – Emerging Experiences
Intel Software Innovator
mvaloriani at gmail.com
@MatteoValoriani
Slideshare: www.slideshare.net/MatteoValoriani
Linkedin: https://it.linkedin.com/in/matteovaloriani
Blog: http://fifthingenium.com/blog
GitHub: https://github.com/mvaloriani
4. Agenda
Inside the HoloLens
Hardware Review
HoloLens Optics
Holographic Processing Unit v 1.0
HoloLens UX
HoloLens UX overview
HoloLens UXTips
Fast DeveloperTips
What NEXT?
10. Hololens Device – Sensor Bar
Ambient
Light
Sensor
2MP Photo (2048x1152)/ HDVideo Camera (1408x792)
Depth Camera
IR Camera based onTime-Of-Fly
HandsTracking + Surface reconstruction + Object Position
4 Environment Understanding Camera
Gray Scale Cameras
Create Map of the Room
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16. Hololens Device – 3D Spatial Sound
Built-in speakers.
A precise audio experience without
headphones that is immersive, yet won’t
block out the real world.
Spatial sound.
Using a scientific model that
characterizes how the human ear
receives sound from a specific location,
Microsoft HoloLens synthesizes sound so
that you can hear holograms from
anywhere in the room.
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20. TIR Prism Combiners
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Prisms and beam splitters: Prisms are crystals
that bend and redirect light. Beam splitters use
similar technology to split light and send it in
two directions simultaneously.The reflected
light is projected directly into the user’s retina.
Google Glass uses a prism to redirect the image
into the eye.
Mirrors:The basis for many optical
instruments, mirrors can be used to redirect
and focus light. Depending on how they are
designed and manufactured, they can transmit
light from one direction and reflect light from
another. Osterhout Design Group (ODG) uses a
mirror with a special coating in its R-7
smartglasses.
21. General concept of Wave guide
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Waveguides:These devices channel light along a path as
in an optical fiber, and they are used widely in
telecommunications and electronics. In smartglasses,
waveguides direct light from tiny displays housed in the
temples of the glasses toward the lenses in front of the
eye.Vuzix was the first to use waveguides in 2013.
23. Diffractive extraction - Exit Pupil Expansion
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Nanometer wide structures or gratings are placed on the
surface of the waveguide at the location where we want to
extract an image.The grating effectively creates an
interference pattern that diffracts the light out and even
enlarges the image.This is known as SRG or surface relief
grating.
EPE literally means making an image bigger (expanding it) so
it covers as much of the exit pupil as possible, which means
your eye plus every area your pupil might go to as you rotate
your eyeball to take in your field of view (about a 10mm x
8mm rectangle or eye box).
Original work by Nokia on 1D EPE waveguide grating conbiners (1995)
25. Light field
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This term is defined as the amount of light flowing in every direction through every
point in space.4 It is emerging as an alternative method for displaying 3-D objects that
appear more realistic than those created by providing different left and right images in
a stereoscopic display.
Magic Leap states it is using light field technology in its smartglasses.
28. Holographic Processing Unit v 1.0
TSMC-fabricated 28 nm co-processor.
24 Tensilica DSP cores (12 clusters)
65 million logic gates (used 50%)
8 MB of SRAM
1GB DRAM
1 Trillion Operation per second
Sensor aggregator with gesture and
environment processing
200x over software implementation
Low Power (<10 Watts)
12 mm
12mm
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30. Remember HW Limits
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Goals
• Frame Rate 60 fps
• Memory < 900 MB Total Commit
The the biggest factors for CPU performance are:
• Too many objects being rendered (try to keep this under 100 unique Renderers or UI elements)
• Expensive updates or too many object updates
• Hitches due to garbage collection
• Expensive graphics settings and shaders (shadows, reflection probes, etc.)
https://developer.microsoft.com/en-us/windows/holographic/performance_recommendations_for_unity
31. Optimize Player
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Go to the player settings by navigating to "Edit >
Project Settings > Player" page, click on the "Windows
Store“
Use Shader preloading, preloading means you won't
see any hitches due to runtime shader compilation.
Make sure "Rendering > Rendering Path" is set to
Forward (this is the default).
The "Use 16-bit Depth Buffers" setting allows you to
enable 16-bit depth buffers, which drastically reduces
the bandwidth (and thus power) associated with
depth buffer traffic.
49. Minimalize Fatigue
Gestural interaction involves more muscles than
keyboard interaction or speech.
Gestural interactions must therefore be concise
and quick, and minimize user’s effort and physical
stress.
Two types of muscular stress are known:
• static, the effort required maintaining a posture
for a fixed amount of time;
• dynamic, related to the effort required to move
a portion of the body through a trajectory.
50. Favor ease of learning (Learnability) 1/2
It must be easy for the user to learn how to
perform and remember interaction,
minimizing the mental load of recalling
associated actions.
The learning rate depends on tasks, user
experience, skills, as well as the size of the
gesture language (more gestures decrease
the learnability rate).
51. Favor ease of learning (Learnability) 2/2
The interaction that are most natural, easy to learn and are immediately
assimilated by the user are those that belong to everyday life, or involve the
least physical effort.
Complex interaction can be more expressive and give more control, but have
a higher learnability burden.
Hence there is clearly a tension between design requirements, among which a
compromise must be made: naturalness of interaction, minimum size of the
gesture language, expressiveness and completeness of the interaction.
52. Intentionality (Immersion Syndrome)
Users can perform unintended gestures, i.e.,
movements that are not meant to communicate
with the system they are interacting with.
The “immersion syndrome” occurs if every
movement is interpreted by the system, whether
or not it was intended, and may determine
interaction effects against the user’s will.
Need to design reaction to unpredicted user
interaction.
53. Not-self-revealing
Appropriate feedback indicating the effects
and correctness of the interaction performed is
necessary for successful interaction, and to
improve the user's confidence in the system.
58. Commercial options
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Kiosk mode.With HoloLens kiosk mode, you can limit which apps to run
to enable demo or showcase experiences.
Mobile Device Management (MDM) for HoloLens.Your IT department
can manage multiple HoloLens devices simultaneously using solutions like
Microsoft InTune.You will be able to manage settings, select apps to
install and set security configurations tailored to your organization's need.
Identity.Azure Active Directory and next generation credentials with
PIN unlock.
Windows Update for Business.Controlled operating system updates to
devices and support for long term servicing branch.
Data security. BitLocker data encryption and secure boot is enabled on
HoloLens to provide the same level of security protection as any other
Windows device.
Work access.Anyone in your organization can remotely connect to the
corporate network through a virtual private network on a HoloLens.
HoloLens can also accessWi-Fi networks that require credentials.
Windows Store for Business.Your IT department can also set up an
enterprise private store, containing only your company’s apps for your
specific HoloLens usage. Securely distribute your enterprise software to
selected group of enterprise users