Also, what steps did you take to fully learn the technology (MVA, Blogs, VRDC, etc.)?
I can do whatever I want with it. I was surprised to find out after I joined that the regulations are really not that bad, less even than when I was at Microsoft. I think it really depends on the department and the function. The HR department for example is a lot more stringent (though believe it or not, they also explored VR with our team).
They have a pretty good set of tutorials on the HoloLens site, though they're kind of monotone and over polished for my taste. I think the key thing is to know Unity, which I've mainly done through doing and exploring their API or youtube videos. MVA is a pretty good resource, though I haven't needed to use it.
I'll be doing a summer research project and senior capstone project with it (although I have yet to try it on, I saw a few other people demo it though), and I know enough about Unity to be dangerous. I was expecting more barrier to entry on it, thanks for the information!
Are they usable for working? Is the resolution good enough that you can use virtual displays for coding / browsing / looking at YouTube videos?
But over time, the steady improvement of touch displays, SoC's, and supply chains brought sub-$400 devices that are likely more powerful than my desktop PC at the time.
I think they made a reasonable compromise between FOV and ergonomics based on the current state of available hardware tech. While UI and software applications remain to be developed to make use of the tech, I'd be the least concerned about things like FOV going forward. It seems like a tradeoff that was made to avoid the bundles of tether cables and high-powered host machines seen in much of the current VR space.
Will be interesting to see where things go given they've switched suppliers for key parts supposedly in preparation for a 2019 release.
Things I like:
-Let's you have an infinite number of virtual monitors with applications such as word, outlook, browsers etc. -Developing for it is really easy with tools like Unity -Battery life is not too shabby, rarely have to take it off to charge while I'm doing something -Great demo piece
Things to work on:
-Field of view isn't terrible, but could still use improvement -Price point precludes a lot of consumer applications -Feels like you're always wearing sunglasses indoors. This takes away from the augmented reality bit as it can be pretty hard to interact with the real world sometimes (e.g. hard to read my real monitor when I have it on) -Gets kind of uncomfortable on your nose after a while, though that may depend on your face morphology -Interacting with voice commands in an office setting can be awkward/amusing -My colleagues think I'm never working