Modeling the Magic Leap One Experience
kguttag.com
kguttag.com
There are so many hits on the site that it got throttled.
I just upgrade the hosting plan to hopefully solve the problems, but I won't take effect until 2AM PDT.
He may be right, but whether or not ML1 is a success really won't depend on whether or not stuff like the original concept of fibre optical scanning light fields will work, the ML1 will succeed or fail based on consumer experience and content availability. And I really don't think this Kremlinology-based approach could capture it anymore than people speculating on what the Apple watch or iPhones would be like based on photos of the device and patents.
This is an industry where outsiders have a very limited understanding of the serious serious problems in front of AR.
It's also an industry that is taking advantage of the very limited understanding of just about everyone not in it to hype things far beyond their capabilities.
If you care about AR in even an offhand way you should spend some time self educating and Karl Guttag's site is a good way to get started.
It's very interesting field but there are tremendous challenges in front of it and it serves no purpose to just assume the companies involved have actual magic leaps that solve the problems.
I think it is wrong in this case, however. As I understand it, the problem is "half-working" in the case of VR/AR/etc isn't something like less convenient that early adopters can simply put up with. Half-working VR has ability to sicken a person and injure the vision system.
See for example. https://www.cnn.com/2017/12/13/health/virtual-reality-vr-dan...
Broadly, almost everything in it has been either not born out (vision concerns) or less of a problem then first assumed (motion sickness) once the limitations of different users were understood.
Many people using VR find that the vestibular concerns are not an issue over time as long as the framerate of the system is high enough (90fps+). People actually do get their "sea legs" over time and many (largely gamers so far) ask for locomotion systems that were considered terrible ideas even 2 years ago.
You can't separate "consumer experience" from the technology like that. This is a case where the technology tightly constrains how good the consumer experience can possibly be. The consumer experience absolutely depends on whether fiber scanning displays or other new technologies can work, because tha changes the possible form factor and capabilities of the device.
It was so good because they figured out how to do more with limited hardware. As an example, if you wanted to see an image on the iPhone, apple stored a version with just as many pixels as the screen, the windows treo pulled the full image. The difference was that one felt snappy and one felt slow.
My point is that your comment sounds like what everyone said back then... you need more or better hardware. Maybe, maybe not.
Focusing too much on the display itself completely ignores the other aspects that inhibit adoption. An AR display that had a resolution of 100x100, could only display a green HUD, but was completely invisible inside a normal pair of sunglasses or glasses, would completely trump a super high quality fibre scanning display that was incredibly nerdly and unwieldly looking.
AR is pointless if you can't take it outdoors, if it's in-the-home only, you may as well go with VR.
Maybe you could get by with little helper things, but that's just a fancy HUD and not really AR.
E.g.: Tagging objects, directions and buildings with tracked information, following characters in the real world etc.
Long term a complete immersive solution - where virtual objects persist in the real world, will absolutely be more useful and compelling than both VR and limited FOV AR. Such a solution would literally be able to selectively replace and amend elements of reality as needed / desired. Although we can't fully predict it's uses, it seems self evident there would be many more than a poster sized slice of AR will allow.
I think however there is no "proof of existence" of any software or capability that would compel even early adopters to use a 100x100 display, even with all the other physical issues being polished to a high sheen.
Looking down at your phone or smartwatch seems far more likely.
The "maybes" that people frequently suggest require a staggering amount of unwritten software infrastructure (sometimes up to and including sentient AI).
Given that I’d wonder how much of his site you looked over before you came to your conclusion about a “singular” focus, which is demonstrably untrue. I’d also like to know which ML competitor he supposedly works for, since I couldn’t find a hint of that.
...eh? How is "study and analysis of the politics and policy of Russia" related to this?
The rest is absolutely spot on though, without IPD adjustments any head mounted display is going to have real problems.
This wasn't ever supposed to be like Google Glass, a device that you wear all day as you walk around. You put the glasses on for a specific experience.
If I'm putting them on to play a game, or read interactive motion comics from Marvel, I'm fine looking through a smaller window. I used to stare at my GameBoy screen for hours and its only a couple inch rectangle.
With VR, even a narrow FOV doesn't have this problem: As you rotate your head and a virtual item moves out of the FOV, it's simply clipped into blackness... no visual dissonance as you have with AR item vs. real world it lives within.
Edit to address the article: I think the fixed IPD is the real deal-breaker here. People have greatly varied IPDs. Some VR HMDs, such as the Oculus Rift, have a physical IPD adjustent. I don't see why the ML headset couldn't have this feature in the consumer version as well, though.
As it is, a tiny FOV drastically changes the experience and the possibilities of the equipment. It could also mask issues that are only apparent at higher FOVs (like lagging overlays causing motion sickness). They've managed to make one of the smaller and sleeker AR devices, which will be important for mass adoption, but based on the current state of the tech it's probably putting the cart before the horse.
At this point I'd rather work on a tethered and bulky system with a massive FOV like Leap Motion's Project North Star, as it more closely matches the capabilities (but not form factor) of what we should expect from the first mass market AR devices.
It's a pretty big problem, it feels like you're looking at the world through a straw that you have to scan back and forth.
Where have all the billions gone? did they spend it already?
Hookers and blow, same as always. The good news is that the huge investors who were hoodwinked here will be highly incentivized to avoid the embarrassment of shareholder lawsuits. And unlike Theranos, they at least have some kind of product that does something vaguely related to their claims.
Still, you'd think that at this point the CEO/founder black mock turtleneck should abort any pitch meeting instantly.
The Meta2 has quite a large field of view (though a very different design compared to the Meta1, Hololens or ML). It is conceptually similar to taping a smartphone to the underside of a baseball cap lid and hanging plastic googles off the lens to reflect the light back into your eyes. Also, you need to connect a bunch of cables back to a gaming level PC to make everything work.
Hololens is very light, but is using tiny projectors to reflect back into your eye (also entirely self contained in the headset!).
MagicLeap has a different display tech, along with a bunch of other refinements and additions (eye tracking for foveated rendering, occlusion, etc.) also requires a smartphone sized battery pack/processor with a cable that goes to the glasses.
So you have on the physical UX front:
Hololens (headset) beats MagicLeap (headset + pack) beats Meta (headset + gaming PC).
And then on the FOV front:
Meta beats Hololens beats MagicLeap
And then on the "number of super promising and ambitions technologies put into a single device:
MagicLeap beats Hololens beats Meta.
ALL of these devices are still clearly being pitched as "Developer" Units, none of them are ready for even the level of (still somewhat lackluster) consumer adoption that VR has seen.
Which is not to say that they're bad or that ML has blown $2B dollars, etc. I really don't think this is Theranos situation, it's just EARLY. In cell phone terms, AR still isn't quite to the Motorola razor level of development (and everybody's expectations are at iPhone/Android level).
Seriously, does no one realize product development is a process?
Self-aggrandizing voices like this really turn me off. "Sorry the world didn't do better by you! We'll all really try harder next time, dad."
Amazon raised total of $108 million before its IPO.
Google raised less than $50 million before its IPO.
Facebook raised $2.3 billion before the IPO, and most of it was after it became a world-wide phenomena.
Ford Motor Company was founded with an investment of $28,000 in 1903, the equivalent of 34 Model-T cars - say around $2 million now (for a very expensive $50,000 car).
It was profitable in very short order, selling several models of cars. The Model-T itself was available for sale in just over 5 years after the company was founded. Ford innovated in production and product design, and made ground breaking products available for the masses.
Magic Leap raised $2.3 billion (the equivalent of 46,000 cars) 8 years ago. Total publicly available output: a few promotional videos.