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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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