V I R T U A L E N T E R T A I N M E N T A N D M A R K E T I N G
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console, which tend to be in the range<br />
of $300-$500. Third, a writer at CNET<br />
has said regarding the HoloLens, “I<br />
remain cautiously optimistic. The<br />
limited field of view is going to be a<br />
deal-breaker for many, but this device<br />
remains something you’ll need to<br />
see to believe.” Finally, a writer at<br />
PC World is skeptical that HoloLens<br />
will achieve mass market adoption,<br />
at least immediately: “Right now, I<br />
see HoloLens as a tool - one that’s<br />
indispensible for some applications,<br />
but not quite the Holy Grail that<br />
Microsoft’s HoloLens team wishes it<br />
could be.”<br />
In terms of the technology, the<br />
HoloLens are smart glasses that run<br />
on Windows Holographic software<br />
powered by a Windows 10 device.<br />
This makes the HoloLens particularly<br />
attractive to content creators because<br />
it, like Sony’s Project Morpheus and<br />
Google Cardboard, will work with<br />
devices that people already own. What<br />
is also attractive about the technology<br />
is that, unlike these other devices, it<br />
presents a virtual world that is overlaid<br />
on top of the physical space in which<br />
the user is situated. The user is able to<br />
interact with this virtual overlay through<br />
sight, voice, and gesturing. This level<br />
of interaction goes far beyond what is<br />
possible in VR.<br />
innovation in filmic content. However,<br />
Microsoft has even been touting<br />
that HoloLens is for more than just<br />
entertainment. For instance, the<br />
promotional video distributed at<br />
the announcement of the HoloLens<br />
presents the technology as an<br />
educational and business tool, with one<br />
application being that users can create<br />
their own holograms that can be created<br />
in the physical world with a 3D printer.<br />
Furthermore, it’s possible to imagine<br />
that Microsoft could use Minecraft -<br />
as a communication and educational<br />
tool - to introduce consumers to the<br />
broader applicability of HoloLens, such<br />
as architecture and design. Hollywood<br />
studios, video game companies, and<br />
brands will be wise to begin considering<br />
how they can develop content that<br />
works in both VR and AR, as these<br />
formats will eventually converge.<br />
Because of this, content for HoloLens<br />
(and AR more generally) will need<br />
to be unique from that developed for<br />
VR. As in VR, video games will drive<br />
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