DEVELOPING FOR HOLOLENS
Remote Collaboration with Multiple Avatars
AWE EUROPE 2016#AWE2016
Key objectives for avatars
Our avatars are business tools
1/ HUMAN
2/ BENEVOLENT
1/ HUMAN
2/ BENEVOLENT
3/ NEUTRAL APPEARANCE
1/ HUMAN
2/ BENEVOLENT
3/ NEUTRAL APPEARANCE
4/ DISTINGUISHABLE
1/ HUMAN
2/ BENEVOLENT
3/ NEUTRAL APPEARANCE
4/ DISTINGUISHABLE
5/ INFORMATIVE
why business avatars are not like
game avatars
Similar conceptually, but also very different…
So what have we learned about creating avatars?
1/ APPEARANCE
2/ GAZE
3/ MOTION
AVATARS/ APPEARANCE
Low poly head only
Not enough information conveyed
Low poly head only
Not enough information conveyed
Low poly full body
Looks too robotic
Low poly head only
Not enough information conveyed
Low poly full body
Looks too robotic
High poly full body
Still struggling with facial features
Name tags and color
Name tags, color and flair easily identify each participant
GAZE / SOLID LINE
GAZE / DIFFUSE DASHED LINE
GAZE / PLUMB BOB INDICATOR
GAZE / FLASHLIGHT
MOTION / NO INTERPOLATION
MOTION / WITH INTERPOLATION
AVATARS/ KEY TAKEAWAYS
1/ Avoid the Uncanny Valley
1/ Avoid the Uncanny Valley
2/ Use gaze beams
1/ Avoid the Uncanny Valley
2/ Use gaze beams
3/ Fade avatars at the torso to avoid pitfalls
1/ Avoid the Uncanny Valley
2/ Use gaze beams
3/ Fade avatars at the torso to avoid pitfalls
4/ Rotate the head ahead of the torso
1/ Avoid the Uncanny Valley
2/ Use gaze beams
3/ Fade avatars at the torso to avoid pitfalls
4/ Rotate the head ahead of the torso
5/ Interpolate avatar motion for network latency
1/ Avoid the Uncanny Valley
2/ Use gaze beams
3/ Fade avatars at the torso to avoid pitfalls
4/ Rotate the head ahead of the torso
5/ Interpolate avatar motion for network latency
Questions?
MICHAEL HOFFMAN Founding Partner, Object Theory
[email protected]
linkedin.com/in/mthoffman
@m_the_hoff