Book Image

Microsoft HoloLens Developer???s Guide

By : Dennis Vroegop
Book Image

Microsoft HoloLens Developer???s Guide

By: Dennis Vroegop

Overview of this book

HoloLens, Microsoft’s innovative augmented reality headset, overlaps holograms into a user’s vision of their environment. Your ideas are closer to becoming real when you can create and work with holograms in relation to the world around you. If you are dreaming beyond virtual worlds, beyond screens, beyond pixels, and want to take a big leap in the world of augmented reality, then this is the book you want. Starting off with brainstorming and the design process, you will take your first steps in creating your application for HoloLens. You will learn to add gestures and write an app that responds to verbal commands before gradually moving on creating sounds in the app and placing them in a 3D space. You will then communicate between devices in the boundaries of the UWP model.
Table of Contents (16 chapters)
Title Page
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Getting to grips with gaze


Gaze is the technique of understanding where the device is pointed at, guessing where the user is looking at and feeding that information back to the user. We can use all sorts of techniques to give feedback, such as the ones mentioned above, but we need to build this into our applications. Let's give it a try.

We will draw a circle in front of the user. This circle will help the user to identify where the system is looking at, so the user can position this point.

Of course, you are not limited to using a center point. If you want, you can offset this cursor to another place on the screen, or have two points that the user must place in order to determine a distance, and so on. However, for now, we will use the most common scenario-placing a small circle in the middle of the screen.

To do this, we need to do a lot of work. We will go through the DirectX sample first, after that we will have a look at how to do this in Unity. Let me warn you beforehand--the DirectX...