In terms of hardware, the optical film has been adjusted many times during mass production. I have seen the optical components of Microsoft. It is said that the core component, namely diffractive optical lens, is mass-produced in the United States. It is very thin. The supplier has changed several times, and mass production is somewhat difficult. HoloLens consists of three pieces of glass. The first and third parts were provided by Taiwan Province Province and assembled in Taiwan Province Province. Peripheral spherical lenses are also found in Guangdong. The peripheral spherical lens is just dimming, which is an ordinary PC plastic sheet with no additional function. Because external dimming is very important in AR, it seems that Microsoft has not started this piece yet, just preparing for the patent.
Optically, HoloLens' field of vision is still only about 30 degrees. In addition, Clicker ring remote controller is added to the interactive hardware. Perhaps the best thing is to add a similar Kinect camera to realize HoloPortation technology.
On the platform side, UWP, a HoloLens holographic application platform based on Win 10, has developed many new platform interfaces. What is gratifying is the perfect support for Unity, including position and speed information.
In terms of content, it promotes the activity of sharing your thoughts; In addition, there is a creative contest, which is mainly aimed at the excavation of applications and can develop more creativity and value.
In March, Microsoft also launched the HoloStudio application, which allows beginners to design 3d objects and then send them to a 3D printer for real printing.
According to the grapevine, Microsoft is still doing some game compatibility, and has started to cooperate with many 2B vendors in professional scenarios.
Besides HoloLens, what other products are worth looking forward to at home and abroad in the past?
I think VR and AR are inseparable in the future, so the three major PC VR headsets are definitely something to watch. There are also advances in mobile phones, mobile VR, and all-in-one VR, which are also worth experiencing. Especially in the second half of the year, mobile VR will add gesture recognition and even SLAM.
However, there are few updates on AR products. Last month, Meta released the second-generation head display very similar to ours, which will be delivered at the end of the year. Of course, we will also launch two ar products in the second half of the year, including an AR helmet Seer with a mobile phone and a VR helmet with a PC.
Second, how to summarize the lessons of previous AR products?
Before HoloLens, the hottest AR products can be traced back to Google Glass. But now Google Glass has almost faded out of our sight. How to summarize the failure of Google Glass in the industry?
1. Ordinary users experience little perspective, little fun and little playability.
2. It doesn't conform to common habits. Privacy is a big problem, which has been magnified.
3. Poor comfort, unable to persist for 2 hours.
4. The application of pain points is still in niche and professional fields.
Therefore, Google Glass is currently mainly sold in professional fields.
In 20 14 yeARs, a large number of domestic ar glasses teams started businesses, and most of the products were not mass-produced. Is this a similar lesson?
1. Most of them are assembled by using existing modules, and the cost is high.
2. Still based on the original optical machine and structure, the wearing experience is too bad.
3. There is no killer application and lack of content, which is also a problem.
Without this market and business model, it is naturally difficult to survive.
Third, the later AR is mainly divided into portable and experiential products.
In addition to portable AR, products are either non-portable or experiential. For example, HoloLens, Meta 2, and our HoloSeer hope to gain market recognition in the future.
I think AR is mainly divided into two types: portable and experiential routes. What fell before was portable, and of course there will be another wave in the future; The technical accumulation of re-experiencing AR products has just started and is ready to start.
What is the fundamental difference between the two types of products, and why do we support products that emphasize experience to stand out?
Portable glasses should be used in mobile scenes, preferably the same as ordinary glasses, but the angle of view is not very high. The key is message reminder. It emphasizes the functional route of experience and requires virtual information to be "real" superimposed in reality to realize magical vision and interaction. Unlike VR, which is limited to games, holographic AR, which emphasizes the functional route, can directly subvert reality and change the world.
The application scenario of AR is 100 times that of VR, but it is limited to technology at present. Of course, the application prospect of VR is not small.
Can you give me some specific application scenarios? At present, according to the information we have come into contact with, AR is mostly used in some 2B projects, such as commercial exhibitions.