Blood, Sweat and Hololens
summary
Hands‑on report from working with Hololens 2: builds use Unity + MRTK, Visual Studio, GitLab CI with a Rust build node and App Center distribution; the device runs a mobile CPU plus an HPU for hand tracking but the field of view is limited to ~40° field of view, requiring users to look at their hands for interaction. Practical limits: black holograms appear transparent on darker skin tones, battery runs hot, and price is about $3000. Deliverables shown include a construction AR viewer, an educational periodic table and a successful volumetric capture demo for a baseball event.
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chapters (16)
- 0:00Hololens introduction
- 1:30How Hololens works
- 2:57Cost and audience
- 4:04Hololens limitations
- 5:31Military investment in Hololens
- 7:39Hololens use cases
- 9:10Hololens development setup
- 11:42Hololens hardware specs
- 13:12Hololens in architecture
- 15:25Hololens and iPad demo
- 16:06MLB volumetric capture
- 17:35Final thoughts
- 17:58Future of games in augmented reality
- 19:05Why Hololens over others
- 20:48Eye tracking in Hololens
- 21:29Q&A
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47mHoloLens 101: First experiences with holographic computing
