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Sunday, 29 January 2017
MICROSOFT HOLOLENS ISN'T A TOY,PRODUCER SAYS
Inventor. Visionary. Futurist.
This is Alex Kipman, the man behind
Microsoft's HoloLens augmented
reality goggles, one of the
company's most ambitious products.
That seems like a fitting challenge
for someone who was admitted to
Microsoft's Hall of Legends in 2011
for his work on the Kinect motion
controller.
But two years after the Brazil-born
Kipman introduced HoloLens in
January 2015, the goggles -- which
overlay virtual 3D images on what
you're seeing in the real world --
still haven't been released to
consumers. (Developers can buy the
HoloLens Development Kit for
$3,000, while companies can pick up
the HoloLens Commercial Suite for
$5,000.)
CNET en EspaƱol's Gabriel Sama
caught up with Kipman at Microsoft's
headquarters in Redmond,
Washington, to talk about the future
of the HoloLens, its potential as a
consumer device and Microsoft's
biggest challenges with AR. Oh, and
they also discussed Pokemon Go.
Here's an edited version of the
conversation.
Microsoft's Alex Kipman comes
onstage at a Windows 10 press
event on Jan. 21, 2015 to introduce
Windows Holographic and HoloLens.
Nate Ralph/CNET
Q: Where are you at right now
with HoloLens?
Based on demand and where the
business is going, we're in nine
different countries today. We're in
many places in Europe and we just
launched in Japan. And we
announced in December that we're
coming to China. [That's] super
interesting because, to some extent,
this mixed reality world is going
mainstream in China first.
What do people think of when
you talk to them about mixed
reality?
There exist two universes today.
The universe you and I live in and
the digital one made out entirely of
bits. Mixed reality is the
intersection of both these universes
-- to all of a sudden be able to
displace space and time without
having to deal with all of these
digital interfaces that are so
unnatural. Without all of this magic
being trapped behind a 2D screen.
What if, all of the sudden, we could
have this level of interactivity [and]
perception where all of our senses
are saturated with all of the
information that's happening here,
but you happen to not be here? You
are still in San Francisco sitting on a
couch in front of me [in Redmond]
having this level of connectivity. To
some extent, that is the value
proposition of mixed reality. If this
is done right, there is no education
required. You [already] know what it
feels like to sit here and have a
conversation with me, you don't
have to learn it. It's about more
human ways of interacting with
technology.
You say it has to be done right.
My first virtual reality experience
was a bit negative because I got
nauseous. What's the challenge
with the HoloLens?
There are three things. First and
foremost, there has to be physical
comfort when putting the device on.
No. 2, it needs to be immersive -- to
actually feel like it belongs there.
And last, it needs to transform me
and allow me to do something that
cannot be done through another
medium or through other device.
That's a great first experience and
that is what we tried to build into
this.
Alex Kipman in Microsoft's Redmond
offices, January 2017.
Gabriel Sama/CNET
When we talk about VR,
augmented reality, mixed reality,
we're using the word reality. How
real do you want to make it?
Mixed reality is a new medium for
how we interact with technology.
But when you talk about mixed
reality with AI as the intelligence
that powers it, [we're talking] the
future of computing. And the goal,
to get philosophical, is to essentially
allow new types of conversations to
happen -- where we are spending
time together as humans, but with
technology transparently around us.
Essentially empowering us to do
more, to achieve more, to be more
creative.
Do you think such high
expectations could make people
frustrated?
Your point is super valid. To some
extent, that's why we called
HoloLens a dev kit to start, but
that's a very explicitly picked [term].
It's so we can learn. So that we
don't rush to that first impression
that is frustrating to customers.
I'm in the business of building fans.
I want people to love our products,
and I want to build this community.
And I think that it is a journey that
we have to go through as a tribe and
it's generational in a sense. Which is
why I'm in no rush to go
immediately to a place that could
screw up a first impression as we're
trying to learn something that's
brand new.
This is obviously a very complex
hardware and software system:
The user interface, the sensors,
the screen -- so many things.
What was the most challenging to
develop?
The short answer: yes [laughs]. It's
all of it. It's almost like asking the
question what was easy? Falling in
love with it, falling in love with it
was easy. Everything else is
incredibly hard. And the magic here
is it's an integrated team
[responsible for] marketing,
operating system, experiences,
optics, electrical and the algorithms
running science fiction and science
reality. Something as simple as
putting an image of a hologram on a
table requires all of it.
And we all feed off each other and
trade off each other because it's all
difficult. We had to invent the
lenses. We have to create the
sensors. And then we have to
connect and run all of this data on
custom silicon that doesn't exist.
That's how our holographic
processing, or HPU, [was created].
It's a full computer. Now think
about putting that in a teeny, tiny
space over your head where you
can't fit a fan, and you have to
passively cool this thing. That
operating system that manages all of
this is brand new. You then put it
into a brand-new shell that's [world-
oriented and] not tasked-oriented.
A shell where things just exist and
you're participating in these
experiences. It's about the little
airplane flying on the little chess
table, and they're coexisting in the
same place, which changes how you
do rendering. It changes the app
model. It changes all of these tools
that we have.
[And that means] new ways of
marketing. How do you position it?
How do you define it to people?
How do you launch it? It's all
complicated. How do you
manufacture it at that scale with
high yields to hit this price point?
You know devices of this kind
existed a few years ago for
hundreds of thousands of dollars. So
how do you do something that's like,
10 times better and hundreds of
thousands of dollars' worth of
product for $3,000? So yes, it's all
complicated and delicious.
A closer look at the Microsoft
HoloLens (pictures)
You talked about the Windows
Holographic platform when you
introduced it two years ago.
Should we think about HoloLens
as a platform or a device?
As a platform, undoubtedly.
HoloLens, and I think I'm consistent
from the first day we introduced it,
is the first self-contained holographic
computer. Today it's still the only
[one] but from day one I've invited
anybody else that's working in this
space to participate in this
ecosystem with us. You see a lot of
other people creating headsets. My
invitation remains open to that
entire ecosystem to come
participate. Last May, I went to
Computex in Taipei and I formally
started working with the ecosystem
on it. And six months later, in
October, we announced five
different products from five large
OEMs -- Dell, HP, Lenovo, ASUS and
Acer -- that had taken HoloLens
sensors with our help and created
the best and the most affordable
mixed-reality headsets in the
market today.
Because of all of the innovation, we
can make more affordable
[headsets]. HoloLens will always
remain our highest watermark
product in the system, and we'll
keep ratcheting it up to more and
more realistic, awesome, intelligent,
delicious things.
And in the process of doing that,
we'll continue to invite people to
come talk to us. We're going to talk
to them to join us in this mixed-
reality journey.
Do you have any plans for a
consumer version?
In terms of consumer product, I'm
going to separate two things. Are
there plans for this thing being a
non-dev kit? Abso-freakin-lutely ,
of course. When? I'm not going to
tell you today, but of course we
have plans to become a non-dev kit.
Now, once it's a non-dev kit,
anybody can buy.
The better question and the better
way to answer it is, at what point is
this thing going to be under $1,000?
Because I can say it's a consumer
product tomorrow because I can
remove the dev kit thing, [but] the
$3,000 thing is going to get in the
way of it becoming a mass market
consumer product. You have to
reduce the price point until it's
affordable to the majority of the
populous of Earth, which will be
under a $1,000 and then some to
get there. Roadmaps for both of
those things exist today, but I'm not
going to announce or talk about it
today.
Where would I put the premium, is
another way of answering this
question. I would put the premium
on increasing immersion while
increasing comfort. Those things pull
against each other because they
imply one thing: Prices going up. I'm
not gonna make the price go up, but
I am going to increase immersion. I
am going to increase comfort.
But that should tell you that, would
the price go down in that process
dramatically? Probably not. We're
focused on enterprise today, where
we've been transforming people's
lives since last year.
How did you choose the
companies and developers to
work with? And was there ever a
concern a vertical wouldn't work
as a holographic experience?
A lot of people call us, and we
answer phone calls. And other ones
we deliberately we go seek. In all of
them you always worry that it's not
going to work out. It's an exercise
in discovery.
Let's say Company A in health care
either calls us or we go talk to
them. We should want to do
something together, there's
something here. Want to explore it?
We are the experts in holograms.
We know what holograms work for,
what holograms don't work for. We
know nothing about health care.
They're the experts in health care.
They know what needs to be solved,
what they are trying to do, and what
they can't do. We spend three days
together brainstorming -- stickies on
a whiteboard -- about everything.
And they outline every single thing
they want to do. And they're like,
"that's what HoloLens would be
good for." Nope, it won't be good
for that. And we whittle it down
from a thousand ideas to fewer
ideas to one idea, which we then
pilot. And then we timebox that
pilot. So it was three days to get
from many to one. We explore then
in about three months. It's a joint
exercise. Our developers with their
developers sitting together in the
same space, trying to produce
something for practice.
When someone calls us and it's
something we've done, [like]
automotive, we say, "let me give
you all of these case studies and
connect you to an agency." We have
a very rich agency program that we
connect them with, but we don't
spend our time on it. We spend
[our] time on a vertical we don't
understand to go do that discovery.
That's been kind of the process. And
I would say that so far, I haven't
found a space or vertical that [can't]
transform how they approach their
lives. And I'm always surprised
because it's never the thing you
think of. You think of a vertical and
"it's got to be good for that," and
you're almost always wrong. It's
fascinating to see the thing that
comes out at the end. I mean I
think both sides get surprised in the
process.
Last year, Pokemon Go showed
the potential of AR. What do you
think of it?
I love all innovation. The more of
these things that happen confirm
that the next secular trend for
computing is mixed reality.
Pokemon Go was a super interesting
exercise. The premium I put on that
experience is their location
database. Like the magic there, in
my mind, and OK fine I am a
technical guy, so not a very poetic
answer. The thing that I was
fascinated by is the actual location
database they provided and they
curated to be able to bring that
experience to market. And it was a
magical experience that shows you
the power of location, the power of
spaces, the power of [overlaying]
digital assets over the real world,
even if it is a little thing. And it
shows you that as soon as the
content goes over the real world
you have people running in parks in
the middle of the night for a
purpose. It's exciting.
microsoft
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