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

Summary


In this chapter, we have learned about the different coordinate systems we can have. There is the normal one we have been using the whole time, called stationary frame of reference; there is one that stays at the same distance from the user no matter where they go, called attached frame of reference; and we have local systems, called spatial anchors in DirectX and world anchors in Unity3d.

We have looked at how to use TCP/IP to connect to a central server and share data. After that we learned how to use Bluetooth to tell the world the device is here and ready to talk. We also took a look at using datagrams or UDP to set up a quick connection to share data.

Finally, we explored how easy it is to share world or spatial anchors. We can now share holograms with other users on other devices, no matter where they are.