Digital Healthcare, Augmented Reality, Mobile Apps and more! Andreas Jakl is a lecturer for Digital Healthcare & Smart Engineering @ St. Pölten University of Applied Sciences, Microsoft MVP for Windows Development and Amazon AWS Educate Cloud Ambassador.
The next step to getting the HoloLens Spectator View to run is the calibration. This needs to be done once after mounting the HoloLens to the DSLR camera. The output is a calibration info file that lists how the position, field of view and other parameters differ between the HoloLens and the DSLR.
Step 4: Camera Setup
By default, the Canon EOS 5D Mark III outputs some information on top of the live HDMI video, including a big white focus rectangle. That needs to be deactivated in order to get a full-screen, clear image.
Switch the camera to movie mode, and in the camera settings menu, page “SHOOT5: Movie”, set “HDMI output + LCD” to “Mirroring”.
We’re developing several HoloLens apps at the St. Pölten University of Applied Sciences, for example in the area of Healthcare and Radiology, as well as for Smart Engineering. For better demonstrations, the HoloLens Spectator View is crucial: it allows taking 3rd person photos and videos of people using the HoloLens app. That helps in understanding the overall scene setup and the interactions between users and the otherwise invisible holograms.
Step 1: 3D Printing the HoloLens Mount
Microsoft has released 3D printing files for the HoloLens mount, which allows fastening the HoloLens on a digital camera. They recommend using Aluminium for better stability. However, we do not have such a metal-based 3D printer, and using an external company would cost several hundred Euros. Therefore, we decided to go with the standard plastic 3D printing instead.
Shadows are immensly important for the perception of Augmented Reality scenes. If the holographic 3D object that is placed in the real world has a shadow, it fits better to the world, and users have a better understanding of its placement in the world. This is the result of the study I’ve done some time ago, detailled in the blog posts: Part 1, Part 2, Part 3. How to apply this to Microsoft HoloLens? Negative Shadows are the answer.
HoloLens and Holographic Shadows?
For the HoloLens, rendering shadows is special. The HoloLens displays are light-based – as such, they can add light to a real-world scene. However, they cannot reduce light or darken parts of the real world. If you add a traditional dark shadow to a scene, it simply won’t be visible in the HoloLens. Continue reading “How to add Negative Shadows to a HoloLens Scene”
In the last part of the short blog series, we will take a quick look at the required realism of shadow in Augmented Reality scenarios. Is shadow detail crucial for user acceptance?
Read part 1 for an introduction and how shadow influences the estimation of height, and part 2 for more on estimation of depth and light position.
Required Detail of Shadows
The HoloLens is essentially a head-worn, battery-powered PC. As such, the computing capacity is of course much less compared to most virtual reality systems like the HTC Vive or Oculus Rift where a full-blown PC with a power consumption of around 600 W is rendering the scenes.
Many games use highly simplified shadows that are only a very crude approximation of what a real shadow should look like. In this experiment, the aim was to examine how much simplification of volumentric shadows is accepted by subjects.
To correctly percieve a mixed reality scene, the user also has to judge the depth (distance to the camera) of a virtual 3D object in a real scene. If the perception is off, it can destroy the mixed reality effect. In some applications where accuracy is vital, wrong perception of depth can have even more severe implications.
Usually, holograms placed in real environments through Microsoft HoloLens do not have a shadow. This is mainly due to technical reasons of the HoloLens display, as I’ll discuss in a later blog post.
However, for the scene perception and to correctly determine the holographic object position in the real-world 3D space, as well as for the “feeling” that the scene looks real, shadow is of tremendous importance.
Using an experimental approach, 23 participants were tasked with conducting tests and filling out a questionnaire, judging different AR situations. The tool to create the AR scenes was ShadowAReality by Stephan Drab et. al.
Why Shadow is Important for AR
Literature research showed that shadows are of significant importance for realistic perception. They allow a correct estimation of the placement of objects in the virtual direction, as well as the distance to the camera. Furthermore, shadow defines the volume of the object. Overall, shadows contain a big amount of additional information, which obviously lacks if shadows are missing. They play an important role in how realistic a scene looks.Continue reading “Benefits and Parameters of Shadow in Augmented Reality-Environments, Part 1”
Screenshots taken with HoloLens are often difficult to comprehend, as they only show the scene as seen by the user, but not the user itself. How is he interacting with the scene, where is he standing in relation to the view?
Therefore, photos of HoloLens apps usually show a 3rd person view. Getting a real live transmission of the 3D objects seen by a HoloLens user works with the new Spectator View by Microsoft. However, setting that up is tricky: you need 2 HoloLenses, some special hardware and in the ideal case a 3D printed mount.
A simpler approach for a still screen is to take a photo with a good quality camera, and then to render the scene with matching perspective.
Unity itself is not directly suited to rendering a scene to an image, and it also lacks some of the advanced tools to align the 3D scene with a photo.