momoro
Joined 17 years ago
Joined 17 years ago
Things that are different irl vs the video:
1: Experience irl is way cooler. We use it internally for meetings. It’s amazing to take a photo on your phone and see it show up in the air in front if you. It’s awesome to see someone rez in and start walking around. It’s fun to put your hands up, start talking, and watch 3d models and images show up. The playfulness and interactivity is much more exciting in person than in the video.
2: The field of view on existing AR hardware is limited. Everyone working in AR hears this to the point of exhaustion, but anyone trying AR for the first time can’t help but notice it. So, the experience is different than in the video because you can only see AR through a smallish view. This will, of course, improve soon.
3: The video ui isn’t rendered additively and has some added zing that is less performant when using in real life (eg higher antialiasing)
- Mischa @ spatial
I think it will come down to how willing people are to not see the outside world, plus how tied people are to using (at least in my little bubble) mac laptops and google docs / web apps designed for laptops. I could imagine a mobile platform like quest or go having a web browser and a keyboard, but you'd have to have one of those logitech keyboards to even be able to see it to take notes.
Again to your point though, there are lots of meetings where you are just talking and where perhaps a simple mobile-vr-based web browser could suffice. For example, I'd potentially sometimes rather watch a movie with someone remote using a Go than using a hololens. There are also lots of examples of cases where everyone is remote and you want to control the environment that they come into (like a training session or school :) where it would probably make more sense too.
Re: Meeting types, the most valuable use cases for xr meetings right now are likely not 1:1 facetime style meetings, because it's difficult to replicate that personal connection in xr right now (video is better in some ways). One argument is that a more valuable use case would be brainstorming meetings (https://www.google.com/search?safe=off&rlz=1C5CHFA_enUS696US...) where people are often pretty active.
Standalone inside out headsets could work (quest), but people still would bump into each other since they wouldn't have a good sense of where other headsets are.
These drawbacks would be OK for some meetings, but dealbreakers for others.
In many of the meetings where you could remain seated, there's a requirement to screen share from a laptop (as you mention) that likely won't go away in the near term.
There are some gnarly issues around this, of course, but Spatial has a pretty advanced approach that works in most cases.
Hololens and Magic leap both have hand tracking, so the device knows if you are putting your hand up (and has some sense of its position and orientation), plus head pose.
"Sway" on device is actually more minimal that what you're seeing in the video.
Additionally, we have all of these devices (laptops, phones) that we'll continue to use for the foreseeable future. VR forces you into a single mode where using your phone is impossible. AR lets you do more of a hybrid approach.
Long term I agree that VR will have more benefits (especially if you had hybrid ar/vr glasses), but in the near term it has too many drawbacks to be useful for collaborative productivity sessions like this.
It's something we should do.
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