Quick Answer: Mixed Reality refers to the full spectrum of spatial computing, from augmented reality and holograms to virtual reality. Windows Mixed Reality platform supports devices across Virtual Reality (VR) and Augmented Reality (AR). We currently support two device types with similar technology on that spectrum: HoloLens (AR) and Windows Mixed Reality (VR) headsets with motion controllers.
Like the headsets, the Windows Mixed Reality motion controllers require no setup of external tracking sensors. Instead, the controllers are tracked by sensors in the headset itself. If the user moves the controllers out of the headset's field of view, in most cases Windows will continue to infer controller positions and provide them to the app. When the controller has lost visual tracking for long enough, the controller's positions will drop to approximate-accuracy positions. At this point, the system will body-lock the controller to the user, tracking the user's position as they move around, while still exposing the controller's true orientation using its internal orientation sensors. Many apps that use controllers to point at and activate UI elements can operate normally while in approximate accuracy without the user even noticing. The best way to get a feel for this is to try it yourself.
Quick Answer: We have found that there's no interference with motion controllers but you should give users enough room for the best experience in mixed reality - for example, 10 feet x 10 feet.
Quick Answer: Windows Mixed Reality motion controllers use Bluetooth. Depending on the headset, the motion controllers are either paired to the Bluetooth radio on the headset (if equipped), or to the Bluetooth radio on your PC.
Quick Answer: We expect that most immersive, Windows Mixed Reality applications will choose to support motion controllers, but it isn't a requirement. Motion controller support is up to the developers of the experience. It's up to the developer to decide what mode of input they want to support in their game. You can see which controller types are supported on a particular game or app's product detail page in the Store.
Have a Windows Mixed Reality immersive headset Starting with the HoloLens 2 Emulator (Windows Holographic, version 2004), you can use your Windows Mixed Reality immersive headset and motion controllers to control the HoloLens 2 Emulator and view it in stereo. See Using a Windows Mixed Reality immersive headset and motion controllers with the HoloLens 2 Emulator
Starting with the HoloLens 2 Emulator (Windows Holographic, version 2004), you can use a Windows Mixed Reality headset and motion controllers to view and interact with the HoloLens 2 Emulator in stereo. This allows you to make faster, more natural movements with your head and hands without a HoloLens 2 device. It isn't a complete replacement for a HoloLens 2 device, but is intended to give an improved experience beyond interacting with the emulator using keyboard, mouse and gamepad in a 2D desktop window. To enable this feature:
Developed by Anthes and Volkert (2006), inVRs is a framework for networked VR applications written in C++ and offering a modular design, allowing its different modules to be used as separate libraries. CalVR (Schulze et al. 2013) is an open-source VR middleware based on OpenSceneGraphFootnote 4 and offering collaborative session support. Thanks to its modular architecture, CalVR allows compiling new modules separately from the main code using a plugin system. CocoVerse (Scott et al. 2017) is a shared immersive environment in which users can interact with each other and collaborate to create virtual objects using a set of predefined tools. The application employs the HTC Vive and related motion controllers, making it possible to track the user motion in a room-scale volume. CalVR, inVRs and CocoVerse were designed for VR; thus, they are not tailored towards SEs mixing AR and VR users.
Nowadays, VR systems use tracked controllers for interaction with the environment, even though recently some device producers have started experimenting with hand tracking. The most advanced industry-grade and consumer AR devices such as the Microsoft HoloLens have been using hand tracking and hand gesture recognition as a mean for interaction. The proposed framework implements a very common interaction metaphor requiring the user to virtually touch the objects to interact with them. Since having a motion controller per hand is very common in VR applications, Harmonize allows users to select their dominant hand at the start of the application. Hand gestures are automatically recognised by the HoloLens, and they are translated into input actions by the MRTK. Since the HoloLens 1 used for testing is not able to fully track the hands, but only recognise two basic gestures, Harmonize uses a metaphor requiring users to specify the desired action to be executed by looking at a specific class of object, then using the hand gesture to perform the action. VR systems also support the gaze-based interaction method described above. Figure 6 shows the interaction methods.
Prices are currently starting in the region of US$299, with associated motion controllers extra, and the specs on resolutions and lenses don't vary too much between the headsets announced so far, including models from Dell and Acer. For the time being, these are all still cabled headsets, so you can't move too far.
We had feedback that it's difficult to find out where the hand is pointing, or where eyes / head is looking. This change adds methods to make it easy for application code to acquire the position and rotation of head, hands, eyes, and motion controllers.
Not only mixed reality, but Microsoft also joined hands with renowned organizations such as Dell, HP, Lenovo, Asus, Samsung, and Acer to create a range of immersive headsets for virtual reality along with motion controllers and components.
For those with lower-end cards, I suggest you update your GPU drivers. Having said that, wait until Nvidia release new drivers... I talk more about that here; HP Reverb G2 Stuttering. P.S. If you're experiencing issues with controller tracking, you may want to replace your existing G2 controllers with Valve Index controllers (knuckles).
The inventor landed his first smash hit - and became a starof the tech community - when his Kinect motion sensor broke all records as the fastest-sellingconsumer electronics device in 2008. So far, he is the primary inventor on morethan 150 US and Asian patents as well as three granted European patents,including the technology behind the HoloLens. 1e1e36bf2d