azure spatial anchors
19 TopicsTake the HoloLens 2 App Dev Fundamentals Challenge.
If you've considered exploring HoloLens development, there has never been a better time to get started. During the month of January, you can join other learners committed to taking the first step by signing up for the HoloLens 2 App Development Fundamentals Challenge. When you join the challenge, you'll be assigned to one of four teams in a competition to see who will have the most learners complete the required training by January 31, 2022. The training includes a series of step-by-step Exercises and Knowledge Checks that will show you the basics of HoloLens 2 app development including how to: Configure Unity and set up a project with the Mixed Reality Toolkit Add hand interactions to manipulate objects Position, organize and lay out objects Use solvers to create intelligent object placements Add buttons, dynamic menus, and descriptions to objects Use controls to manipulate objects Enable eye-tracking and voice commands Anchor objects to the real world Add spatial audio to an application Use speech recognition and transcription Integrate to cloud services like custom vision and bot services Create a Holographic Remoting app to visualize 3D content Sound fun? You bet! Sound challenging? Indeed. We suspect it will take around 6 hours to complete the exercises once the tools are installed and ready. The modular design of the training makes it easy to pause and resume at any time, so you'll have the flexibility to go at your own pace. Don’t delay too long, as you must finish by the end of the month to help your team win. Don't have a HoloLens 2? That's okay. While it is always the most fun way to interact with your holographic apps in the real world, you'll be able to learn the basics of developing a mixed reality application and view your progress in Unity's editor or by deploying it to the HoloLens 2 Emulator. If learning about MR (Mixed Reality) is on your to-do list, don't delay! Join the Challenge and find yourself on the leaderboard with other #holowhos, #mixedrealities, #metawhats, and #deliverators getting a jump on their 2022 skilling goals.10KViews7likes0CommentsWhat are the negative effects of virtual reality?
While virtual reality (VR) has many potential benefits, such as enhancing education, entertainment, and even therapy, there are also several negative effects associated with its use. One of the most common negative effects of virtual reality is motion sickness, which can occur when the brain perceives conflicting signals from the body and the VR environment. This can cause nausea, dizziness, and disorientation. Another potential negative effect of virtual reality is addiction. Some users may become so immersed in the virtual world that they lose touch with reality and become dependent on the experience. This can lead to social isolation, neglect of responsibilities, and even physical harm. Virtual reality can also have negative effects on physical health. Extended use of VR headsets can cause eye strain, headaches, and neck pain. In addition, some VR games and experiences may require physical movement or exertion, which can lead to injuries or muscle soreness. Finally, there are concerns about the psychological effects of virtual reality, particularly on young children and adolescents. Some experts worry that prolonged exposure to virtual environments could lead to behavioral changes, desensitization to violence, and even increased aggression. Overall, while virtual reality has many potential benefitshttps://reminimod.com/ there are also several negative effects to consider, particularly in terms of physical and psychological health. It is important for users to be aware of these risks and to use virtual reality in moderation.10KViews0likes16CommentsHoloLens 2 Game Dev Project: Terrace
Super cool that there's finally a forum for MR developers and enthusiasts! I'm an indie game developer working on a boardgame called Terrace for HoloLens, PC, and Xbox. The PC and Xbox versions will have a minimal mode (45° isometric view of the board in a black void) and a "full" 3D mode set in a swanky sci-fi / modern lounge of sorts on a space station. On HoloLens, minimal mode is just the board... which you can place on any surface or leave floating in the air. The menu system is a Near Interactions menu panel which will be dynamically placed at roughly eye level on the closest wall. Instead of a "full" mode, there will be a "mixed" mode on HoloLens, where set pieces from the aforementioned sci-fi scene are dynamically placed in your space (a viewport into space on the wall, the table pinned to the floor with the board on top of it, etc.) Controls will use hand tracking (as shown in the GIF), although I'd love to use gaze and voice at some point for accessibility. Ultimate stretch goal is to eventually add cross-platform shared space multiplayer. If I created an iOS and Android version of the game, those clients could join the same game as someone wearing HoloLens... with up to four players in the same physical space. The host would position the gameboard and the other players would find it (either via adhoc sharing of the world anchor or by the host game creating a very short lived Azure Spatial Anchor). The game has the official blessing of the original IP creator/owner and (if I ever finish it) will be available for free, no advertisements or in-app purchases, and the source code will be published on GitHub. Toryn Farr https://www.linkedin.com/in/torynfarr/2.5KViews4likes2CommentsCloudSpatialAnchor problem on ARFoundation
I'm creating a HoloLens app using Azure Spatial Anchors in Unity. All is good when creating, uploading and retrieving spatial anchors. But when trying to apply the spatial anchor to the scene object via the CloudNativeAnchor.CloudToNative method, I get this exception: "InvalidOperationException: Could not find an ARAnchor associated with the CloudSpatialAnchor" I tried calling gameObject.FindOrCreateNativeAnchor (which to my understanding creates an ARAnchor if there isn't one already) before calling CloudNativeAnchor.CloudToNative but the exception persists. Any help is much appreciated! I'm on these versions: Unity 2020.3 ASA SDK 2.11.0 Mixed Reality OpenXR Plugin 1.2.1 ARFoundation 4.1.7 (edited)1.1KViews0likes0CommentsWe just released our first Azure Spatial Anchors app.
Our digital art gallery app Complex States AR is finally here: https://www.youtube.com/watch?v=aNiQXJRQwIw Create your own digital gallery anywhere you are and let others explore it through the miracle of #AugmentedReality and #AzureSpatialAnchors. Get it for iOS: https://apps.apple.com/us/app/complex-states-ar/id1538774460 Get it for Android: https://play.google.com/store/apps/details?id=com.afca.ch.ComplexStatesARhttps://play.google.com/store/apps/details?id=com.afca.ch.ComplexStatesAR More info about the project: https://afca.ch/en/output/complex-states-ar1KViews2likes0CommentsOther options of positioning objects in real world without Spatial Mapping; Holo Lens 1 / MRTK
Hallo I'm currently working for a client on a Holo Lens 1 /Mixed Reality-Application. My client wants to place the virtual objects firmly on pillars, similar to a museum. Normally I would use spatial mapping and local world anchors to do that. But the problem is that the holo lens don't recognise the room, because the room and pillars are all very dark or black. And the anchors are connected with the mapping of the room. So that doesn't work. I know that there is an option of using QR-code to position object relative to the position of this QR-code, but Holo Lens 1 can't capture QR-code (just Holo Lens 2). Another option would be vuforia but I don't want to use it, because its to expensive for the project. So now my question: What other options do I have to place objects without spatial mapping / world anchors, so that they are always on the right position in the room?1KViews0likes1CommentHoloLens 2 + Mixed Reality Applications | Technical Datasheet
Click below to download HoloLens 2 Technical Datasheet https://www.microsoft.com/en-us/hololens/ is an untethered, self-contained holographic device that allows users to leverage enterprise ready https://www.microsoft.com/en-us/hololens/apps and https://azure.microsoft.com/en-us/solutions/mixed-reality/ while working heads-up and hands-free. By merging the real world with the digital world, MR users across industries can benefit from enriched remote collaboration, increased precision of work, minimized human error, fewer resource gaps, better knowledge retention, and more. Pair HoloLens 2 with a comprehensive ecosystem of apps and services from Microsoft and https://www.microsoft.com/en-us/hololens/mixed-reality-partners for https://tools.totaleconomicimpact.com/go/microsoft/HoloLens2MRApps/ impact.829Views2likes0Comments