Interpretation of Microsoft's Mixed Reality (1)

This is the16th daydream, and the estimated reading time is 10 minute.

Due to the time, all the contents will be divided into three chapters (this is the first chapter):

System-wide Interpretation of 1

2 Interpretation of interactive ability

3 unofficial design practice

Ok, let's start the text.

What is a gentleman?

Mixed reality refers to the result of the integration of physical world and digital world. Although as early as 1994, Paul Milgram and Fumio Kishino put forward the concept of mixed reality in their papers, until recently, with the progress of computer vision, graphics processing ability, display technology and input system, MR became possible.

Sensors transmit environmental parameters to computers, and holographic display technology can project and display computer digital objects in the real world, so that people, the real environment and the digital world can be presented in the same perceptual domain, thus achieving the effect of superimposing virtual objects and environments as shown in the following figure, which is Mr.

The scope of mixed reality?

This part of Microsoft mainly talks about the scope of mixed reality that its MR system can cover.

First, Microsoft proposed the mixed reality spectrum (? The concept of mixed reality spectrum), as follows:

The two ends of the spectrum are the physical world and the digital world. The short segment near the physical world corresponds to augmented reality (ar), the short segment near the digital world corresponds to virtual reality (VR), and most of them correspond to MR. The experience is mainly based on the Mr system of Microsoft Windows 10 system layout. Let's take a look at the specific practices of Microsoft.

? Hardware layout?

There are two main types of devices that support mixed reality of Windows:

1? Holographic equipment. The characteristic of these devices is to put digital content in real scenes as if they were really there.

2? Immersive virtual reality equipment. Their characteristic is to create a sense of existence-to hide the physical world and replace it with digital experience.

The corresponding areas of these two types of devices on the mixed reality spectrum are shown in the following figure:

? What is the ceiling of MR equipment experience at present?

First of all, it should be clear that although Microsoft defined the spectrum of mixed reality, it also admitted in the design guidance that the current equipment can not cover the whole "spectrum" area, but only a small part, as shown in the following figure:

It is worth noting that when we started to conceive our app, we didn't want to cover as many spectral ranges as possible, but focused on one point on the spectrum, considering whether we wanted to give users a more real experience or a virtual experience, so as to choose the corresponding hardware device.

Close to the left side of the spectrum (physical world): the interface is always presented in the real environment, and the user's feeling should be never divorced from the real world. As shown in the figure below:

Close to the middle of the spectrum (mixed reality): the experience of perfect integration of the physical world and the digital world, just like the experience presented in the movie "The Game of the Brave", is both realistic and sci-fi, and the whole experience is very real.

Close to the right side of the spectrum (digital world): users experience a completely digital world and have no perception of the surrounding physical world. As shown below, users are directly on the surface of Mars, all experiences are replaced by virtual space, and they cannot perceive their real space.

This may be a little intuitive. Microsoft has mapped some of its current capabilities into the experience spectrum, so that we can better understand Mr.

The rightmost AR part is represented by pokemon go, which just puts the digital model on the environmental video.

Skype on Microsoft hololens: This is a function that can draw in physical space through HoloLens. Because the drawn digital figure is still not affected by the physical environment, it is still very close to the left end.

Fragments? And then what? RoboRaid: With this function, users can use some planes in the real world, such as walls, floors and furniture, to render digital graphics on these planes. Although its corresponding experience has shifted a lot to the right, users can still feel the existence of the real world.

Microsoft hololens &? On the immersive device: Through the inside-out positioning technology on the head display, users can walk in the mixed reality environment or virtual environment to increase the sense of immersion.

360 video: (At present, virtual reality resources are the most, needless to say)

? What does Microsoft want this system to do?

After reading so many abilities shown above, maybe you are like me. The biggest question is: what should we do with him? What kind of scene can best present the value of this system? To this end, Microsoft has made a series of promotional videos and demonstration applications to present the usage scenarios he described, and the space is limited. Let's do a relatively complete analysis.

1 Pay more attention to efficiency tool scenes than entertainment?

Just as all pads on the market were focused on entertainment in the past, Microsoft launched surface, focusing on mobile office. Now, Microsoft, which entered VR late, is also betting on the tool scene. If the above short film doesn't explain the problem, you can take a look at the usage scenarios given by Microsoft: industrial designers use hololens to assist modeling, architectural designers observe different facades of building models through hololens, MR-assisted instruction during surgery, various MR-based teaching, and of course, multi-person remote collaborative design in the above video.

education

medical treatment

manufacturing industry

design

Although I am not very optimistic about this cutting direction, one thing is certain. Among the first users of Microsoft MR system, the proportion of professional users in vertical domain will be very high, so the developer who wants to race around here, the B-end solution in vertical domain should be a good choice.

2 Unicom users of different hardware terminals?

The following is the scene described by Alex kipman, the father of hololens, in his speech at Microsoft Developer Conference 20 17.

A and B are designed in the same real space.

They contacted other design colleagues who were not present through hololens.

Colleague c accesses through a VR device (visually connecting Xbox to vive).

Colleague d visits through PC.

In this way, four people can cooperate remotely in the same virtual space through different hardware devices.

We can see that Microsoft is playing a big game in the next game, trying to get through his scattered hardware ecology. Hardware devices with different prices can be connected to the same system, which greatly reduces the user access threshold and extends many imaginable scenarios. For example, in virtual live broadcast, the anchor can create a room through a PC, and the audience can choose different levels of hardware access from smart phones to hololens, which truly presents the effect that the audience and performers are in the same room.

Therefore, in the process of product design, we might as well consider the usage scenarios of different hardware terminals and the new usage patterns created by the linkage between various devices.

The above is the content of the first article, mainly focusing on what is MR, the focus of Microsoft's MR system. In the next article, I will introduce the interactive ability and characteristics of this system in detail, so please pay attention.

Finally, show off in an ostentatious manner under the new dividing line, hahaha.