2 ms·
Sounds like a really cool product. Kind of surprised I haven't heard of it I agree with you completely that too much of the AR industry is focused on the surfa
by moron4hire 6y ago
Sounds like a really cool product. Kind of surprised I haven't heard of it
I agree with you completely that too much of the AR industry is focused on the surface detail of AR being "graphics in your field of view". That can be a component of augmenting ones reality, but it's by far not the only way.
I mostly work on VR projects these days (I'm building a social meeting space for taking foreign language lessons in simulated iso-immersion scenarios), but previously I had done a lot of work in AR, specifically in industrial training scenarios. We had a really, really mediocre product until I went out on a limb and put a ton of effort into a voice interface in parallel to the normal graphical interface. It felt like the app "opened up".
It fit so naturally to be interacting with the application through audio, keeping your visual system and physical hands free for the repair job you were doing. It makes sense when I describe it that way, but there was a lot of push-back at the time against going out on any limbs like that (super-bad corporate culture).
I went out on another limb and dug up my old database app skills and integrated it with an ERP system another group in the company had been developing on top of SAP. Again, it felt like another gigantic leap for the application. It was no longer just this graphics demo of looking at an air compressor and seeing animations of blow-up deconstructions of it and became this whole system for querying information about the particular equipment you were looking at. I even mocked up ordering parts for the unit.
To me, the two takeaways were that just putting graphics in the FOV is putting the cart before the horse. If that's all you're doing with your AR app, no integration with real world data, no enhancement of physical capabilities, you're really just making a VR app. And a crappy one, at that, because you're running it in a form factor not meant for VR, either a really narrow-FOV AR headset like the HoloLens (where we originally started with the app, and what I thought was the most useful version), or an equally-narrow FOV iPad that you have to use both hands to hold (which we got pressured into doing by corporate, because... we had some kind of partnership with Apple and not Microsoft).
My app became a showcase piece within the company, on display at our corporate training center (it's a big place). I got laid off for "not being productive".