全息帧Holographic frame

用户通过其头戴显示设备支持的矩形视区来看到混合现实的世界。Users see the world of mixed reality through a rectangular viewport powered by their headset. 在 HoloLens 上,此矩形区域称为全息框,它可让用户看到覆盖在他们周围现实世界上的数字内容。On the HoloLens, this rectangular area is called the holographic frame and allows users to see digital content overlaid onto the real world around them. 针对全息框架进行了优化的设计体验带来了机会,可减轻挑战,并增强了混合现实应用程序的用户体验。Designing experiences optimized for the holographic frame creates opportunities, mitigates challenges, and enhances the user experience of mixed reality applications.

内容设计Designing for content

通常,设计人员认为需要将他们的体验范围限制为用户可以立即看到的内容,从而牺牲现实世界规模,以确保用户能够完全查看对象。Often designers feel the need to limit the scope of their experience to what the user can immediately see, sacrificing real-world scale to ensure the user sees an object in its entirety. 与复杂应用程序类似的设计器通常会重载全息帧,其中包含内容、难于交互的用户和混乱的界面。Similarly designers with complex applications often overload the holographic frame with content, overwhelming users with difficult interactions, and cluttered interfaces. 创建混合现实内容的设计器不需要将体验限制为直接在用户面前,并在其即时视图中。Designers creating mixed reality content don't need to limit the experience to directly in front of the user and within their immediate view. 如果已映射用户的物理世界,则所有这些曲面都应被视为数字内容和交互的潜在画布。If the physical world around the user is mapped, then all these surfaces should be considered a potential canvas for digital content and interactions. 在体验中正确设计交互和内容应鼓励用户在其空间中移动、将注意力引向重要内容并帮助查看混合现实的全部潜能。Proper design of interactions and content within an experience should encourage the user to move around their space, directing their attention to key content, and helping see the full potential of mixed reality.

在应用程序中鼓励移动和浏览的最重要技术可能是 让用户调整体验Perhaps the most important technique to encouraging movement and exploration within an app is to let users adjust to the experience. 使用设备为用户提供短时间的 "任务免费"。Give users a short period of ‘task-free’ time with the device. 这可以很简单,只是将一个对象置于空间中,并让用户四处移动或 narrating 体验。This can be as simple as placing an object in the space and letting users move around it or narrating an introduction to the experience. 这一次应该不会有任何关键任务,也不应像点击那样的特定手势。This time should be free of any critical tasks or specific gestures like air-tapping. 目的是让用户在需要交互性或通过应用的进展之前,使用户能够通过设备查看内容。The purpose is to let users accommodate to viewing content through the device before requiring interactivity or progressing through the app. 这对于首次使用的用户来说尤为重要,因为用户可以通过全息帧和全息影像的性质轻松查看内容。This is especially important for first-time users as they get comfortable seeing content through the holographic frame and the nature of holograms.

大型对象Large objects

通常情况下,体验所调用的内容(特别是实际内容)将大于全息帧。Often the content an experience calls for, especially real-world content, will be larger than the holographic frame. 通常情况下,不能放置在全息帧内的对象应进行收缩,使其适合第一次引入 (较小的比例或距离) 。Objects that can't normally fit within the holographic frame should be shrunk to fit when they're first introduced (either at a smaller scale or at a distance). 关键是让用户在框架会规模之前 查看对象的完整大小The key is to let users see the full size of the object before the scale overwhelms the frame. 例如,应显示一个全息大象,使其完全适合框架。For example, a holographic elephant should be displayed to fit fully within the frame. 这样,用户就可以在将其调整为靠近用户附近的 实际规模 之前,形成对动物整体形状的空间了解。This allows users to form a spatial understanding of the animal's overall shape, before sizing it to real-world scale near the user.

考虑到对象的完整大小,用户需要在何处四处移动和查找该对象的特定部分。With the full size of the object in mind, users have an expectation of where to move around and look for specific parts of that object. 在使用沉浸式内容的体验中,它可帮助你使用一种方法来参考该内容的完整大小。In an experience with immersive content, it helps to have a way to refer back to the full size of that content. 例如,如果经验涉及到围绕虚拟房子的模型,则可以使用较小的娃大小版本的体验来查明它们在房子内的位置。For example, if the experience involves walking around a model of a virtual house, it helps to have a smaller doll-house size version of the experience to pinpoint where they are inside the house.

有关设计大型对象的示例,请参阅 Volvo 汽车For an example of designing for large objects, see Volvo Cars.

许多对象Many objects

许多对象或组件的经验应考虑对用户使用完整的空间,以避免直接在用户面前打乱全息帧。Experiences with many objects or components should consider using the full space around the user to avoid cluttering the holographic frame directly in front of the user. 建议将内容引入到体验中,特别是计划为用户提供多个对象的经验。We recommend slowing introducing content to an experience, especially with experiences that plan to serve many objects to the user. 关键是 让用户了解体验中的内容布局 ,这有助于用户了解内容更新所围绕的内容。The key is to let users understand the content layout in the experience, which helps them gain a spatial understanding of what’s around them as content updates.

实现此目的的一种方法是在将内容定位到现实世界的体验中,提供永久性点 (也称为特征点) 。One technique to achieve this is to provide persistent points (also known as landmarks) in the experience that anchors content to the real world. 例如,路标可以是实际的物理对象(例如显示数字内容的表),也可以是数字对象,例如内容经常出现在其中的数字屏幕集。For example, a landmark could be a physical object in the real-world, such as a table where digital content appears, or a digital object, such as a set of digital screens where content frequently appears. 还可将对象放入全息帧的绕,以鼓励用户查看关键内容。Objects can also be placed in the periphery of the holographic frame to encourage user to look toward key content. 绕之外的内容发现可由 "注意" 导演进行干预。Discovery of content beyond the periphery can be aided by attention directors.

将对象放置在绕中可鼓励用户寻找一侧,这可由 "注意" 导演进行干预,如下所述。Placing objects in the periphery can encourage users to look to the side and this can be aided by attention directors, as described below. 有关全息帧注意事项的详细信息,请参阅 舒适 的文档。For more information on holographic frame considerations, see the comfort documentation.



交互注意事项Interaction considerations

与内容一样,混合现实体验中的交互不需要限于用户可以立即看到的内容。As with content, interactions in a mixed reality experience need not be limited to what the user can immediately see. 交互可以在用户周围的实际空间中的任何位置发生。Interactions can take place anywhere in the real-world space around the user. 这些交互可帮助鼓励用户四处移动和探索经验。These interactions can help encourage users to move around and explore experiences.

注意控制器Attention directors

指示兴趣点或关键交互对于使用户获得经验非常重要。Indicating points of interest or key interactions can be crucial to progressing users through an experience. 用户注意和巧妙帧的移动可通过微妙或重型方式定向。User attention and movement of the holographic frame can be directed in subtle or heavy-handed ways. 请记住在混合现实中平衡密切的主管, (尤其是在开始体验) ,以避免用户不堪重负。Remember to balance attention directors with periods of free exploration in mixed reality (especially at the start of an experience) to avoid overwhelming the user. 通常,有两种类型的注意控制器:In general, there are two types of attention directors:

  • 视觉对象控制器: 让用户知道他们应该在特定方向上移动的最简单方法是提供直观的指示。Visual directors: The easiest way to let the user know they should move in a specific direction is to provide a visual indication. 这可以通过视觉效果来实现 (例如,用户可在此过程中以可视方式跟踪) ,甚至是简单的方向箭头的路径。This can be done through a visual effect (for example, a path the user can visually follow toward the next part of the experience) or even as simple directional arrows. 任何可视指示器都应在用户环境中进行接地,而不是 "附加" 到全息帧或光标。Any visual indicator should be grounded within the user's environment, not 'attached' to the holographic frame or the cursor.
  • 音频控制器: 空间音效 可提供一种功能强大的方式在场景中建立对象。Audio directors: Spatial sound can provide a powerful way to establish objects in a scene. 您可以向用户发出警报,提醒用户进入体验,或通过将用户的视图移到关键对象来强调空间中的特定点。You can alert users to objects entering an experience, or direct attention to a specific point in space by moving the user's view toward key objects. 使用音频控制器来指导用户的关注性比视觉控制器更微妙,更不具侵入性。Using audio directors to guide the user’s attention can be more subtle and less intrusive than visual directors. 在某些情况下,最好从音频控制器开始,如果用户不能识别提示,请转到视觉对象总监。In some cases, it can be best to start with an audio director, then move on to a visual director if the user doesn't recognize the cue. 音频控制器还可与视觉对象控制器配对以增加强调。Audio directors can also be paired with visual directors for added emphasis.

命令、导航和菜单Commanding, navigation, and menus

混合现实体验中的接口非常适合与它们控制的数字内容配对。Interfaces in mixed reality experiences ideally are paired tightly with the digital content they control. 这种情况下,自由浮动的2D 菜单通常并不是用于交互的理想选择,用户很难在全息帧内轻松地处理。As such, free-floating 2D menus are often not ideal for interaction and can be difficult for users too comfortably with inside the holographic frame. 对于需要界面元素(如菜单或文本字段)的体验,请考虑使用 标记一起方法 在短暂延迟后跟随全息帧。For experiences that do require interface elements such as menus or text fields, consider using a tag-along method to follow the holographic frame after a short delay. 避免将内容锁定到帧(如打印头显示),因为这可能会对用户 disorienting,并打破场景中其他数字对象的浸入式。Avoid locking content to the frame like a heads-up display, as this can be disorienting for the user and break the sense of immersion for other digital objects in the scene.

你还可以将接口元素直接放置在其控制的特定内容上,以便在用户的物理空间内自然发生交互。You can also place interface elements directly on the specific content they control, allowing interactions to happen naturally around the user's physical space. 例如,将一个复杂菜单分解为单独的部分,并将每个按钮或一组控件附加到交互影响的特定对象。For example, break a complex menu into separate parts, with each button or group of controls attached to the specific object the interaction affects. 若要进一步利用此概念,请考虑使用 种不可交互对象To take this concept further, consider the use of interactable objects.

注视并注视目标Gaze and gaze targeting

全息帧提供了一个工具,让开发人员触发交互,并评估用户关注 dwells 的位置。The holographic frame presents a tool for the developer to trigger interactions and evaluate where a user's attention dwells. "注视" 是一项在 HoloLens 上的关键交互,其中注视可与手势配对 (例如,与轻攻) 或语音 (,允许更短、更自然的基于语音的交互) 。Gaze is one of the key interactions on HoloLens, where gaze can be paired with gestures (such as with air-tapping) or voice (allowing for shorter, more natural voice-based interactions). 因此,这使得全息帧可以使用空间来观察数字内容并与之进行交互。As such, this makes the holographic frame both a space for observing digital content and interacting with it. 如果体验在用户的空间周围与多个对象进行交互 (例如,通过 "注视 + 手势") 多选对象,请考虑将这些对象置于用户的视图中,或限制必要的头运动量来改善 用户舒适If the experience calls for interacting with multiple objects around the user's space (for example, multi-selecting objects around the user's space with gaze + gesture), consider bringing those objects into the user's view or limiting the amount of necessary head movement to promote user comfort.

注视还可用于跟踪用户体验,并查看用户对哪些对象或部分用户最关注的部分。Gaze can also be used to track user attention through an experience and see which objects or parts of the scene the user paid the most attention to. 这会特别用于调试体验,允许使用分析工具(如热图)查看用户花费最多时间或缺少特定对象或交互的位置。This can be especially use for debugging an experience, allowing for analytical tools like heatmaps to see where users are spending the most time or are missing certain objects or interaction. 注视跟踪还可以为 facilitators 提供强大的工具, (参见 Lowe 的厨房 示例) 。Gaze tracking can also provide a powerful tool for facilitators in experiences (see the Lowe's Kitchen example).



性能Performance

正确使用全息帧是 性能质量 体验的基础。Proper use of the holographic frame is fundamental to the performance quality experiences. 常见的技术 (和可用性) 难题是使用数字内容使用户的帧超载,从而导致渲染性能下降。A common technical (and usability) challenge is overloading the user's frame with digital content, causing rendering performance to degrade. 请考虑对用户使用整个空间来排列数字内容(使用上述方法),以减少呈现的负担并确保最佳显示质量。Consider instead using the full space around the user to arrange digital content, using the techniques described above, to lessen the burden of rendering and ensure an optimal display quality.

HoloLens 全息帧中的数字内容也可以与 稳定平面 配对,以实现最佳性能和 全息影像稳定性Digital content within the holographic frame of the HoloLens can also be paired with the stabilization plane for optimal performance and hologram stability.



示例Examples

Volvo 汽车Volvo Cars

在 Volvo 汽车的 showroom 体验中,客户受邀了解一项新汽车在 Volvo 关联的中的功能。In the showroom experience from Volvo Cars, customers are invited to learn about a new car's capabilities in a HoloLens experience guided by a Volvo associate. Volvo 面临着一个与全息框架有关的挑战:全尺寸汽车太大,无法放在用户旁。Volvo faced a challenge with the holographic frame: a full-size car is too large to put right next to a user. 解决方法就是开始使用物理标志(showroom 中的一个中心表)的体验,并在表的顶部放置一小的汽车数字模型。The solution was to begin the experience with a physical landmark, a central table in the showroom, with a smaller digital model of the car placed on top of the table. 这可确保用户在引入时看到全部汽车,这可确保在汽车之后的体验中,一旦汽车发展到现实世界规模,就可以了解空间。This ensures the user is seeing the full car when it's introduced, allowing for a sense of spatial understanding once the car grows to its real-world scale later in the experience.

Volvo 的经验还利用了视觉对象总监,创建从表的小规模汽车模型到显示房间中的墙壁的长视觉效果。Volvo's experience also makes use of visual directors, creating a long visual effect from the small-scale car model on the table to a wall in the show room. 这会导致 "魔术窗口" 效果,同时显示汽车的完整视图,并以真实的规模展示汽车的更多功能。This leads to a 'magic window' effect, showing the full view of the car at a distance, illustrating further features of the car at real-world scale. 头运动是水平的,无需任何直接交互即可从用户 (改为直接收集提示,并从 Volvo 的体验) 的旁白中收集提示。The head movement is horizontal, without any direct interaction from the user (instead gathering cues visually and from the Volvo associate's narration of the experience).



Lowe 的厨房Lowe's Kitchen

从 Lowe 的邀请客户到一位全面原型的商店体验,以展示通过 HoloLens 查看的各种装修机会。A store experience from Lowe's invites customers into a full-scale mockup of a kitchen to showcase various remodeling opportunities as seen through the HoloLens. 应用商店中的厨房为数字对象提供了物理背景,为混合现实体验提供了一个用于设备的空白画布、countertops 和文件柜。The kitchen in the store provides a physical backdrop for digital objects, a blank canvas of appliances, countertops, and cabinets for the mixed reality experience to unfold.

物理图面充当静态特征点,用户可在体验中将其自身连接起来,因为 Lowe 的关联会指导用户完成不同的产品选项并完成操作。Physical surfaces act as static landmarks for the user to ground themselves in the experience, as a Lowe's associate guides the user through different product options and finishes. 通过这种方式,关联可以口头方式传达用户注意到厨房的 "冰箱" 或 "中心" 来展示数字内容。In this way, the associate can verbally direct the user's attention to the 'refrigerator' or 'center of the kitchen' to showcase digital content.

Lowe 的关联使用平板电脑来指导客户完成 HoloLens 体验。A Lowe's associate uses a tablet to guide customers through the HoloLens experience.
Lowe 的关联使用平板电脑来指导客户完成 HoloLens 体验。A Lowe's associate uses a tablet to guide customers through the HoloLens experience.

用户体验在某种程度上由 Lowe 的关联控制的平板电脑体验进行管理。The user's experience is managed, in part, by a tablet experience controlled by the Lowe's associate. 在这种情况下,这种情况下,关联角色的一部分也是限制过多的头运动,并使其在厨房中感兴趣的点上顺畅地关注。Part of the associate's role in this case would also be to limit excessive head movement, directing their attention smoothly across the points of interest in the kitchen. Tablet 体验还提供 Lowe 与厨房的热度地图视图形式的 "注视" 数据的关联,有助于了解用户的 dwelling (例如,在 cabinetry) 的特定区域,以便更准确地为其提供装修指导。The tablet experience also provides the Lowe's associate with gaze data in the form of a heatmap view of the kitchen, helping understand where the user is dwelling (for example, on a specific area of cabinetry) to more accurately provide them with remodeling guidance.

若要深入了解 Lowe 的厨房体验,请参阅 Microsoft 在 Ignite 2016 上的主题For a deeper look at the Lowe's Kitchen experience, see Microsoft's keynote at Ignite 2016.



FragmentsFragments

在 HoloLens 游戏片段中,生活空间被转换为显示线索和证据的虚拟犯罪场景,以及一个虚拟会议室,其中,你可以与坐在椅子上并在墙壁上精益的字符交谈。In the HoloLens game Fragments, you living room is transformed into virtual crime scene showing clues and evidence, and a virtual meeting room, where you talk with characters that sit on your chairs and lean on your walls.

片段的设计目的是在用户的家里发生,其中的字符与现实世界的对象和图面交互。Fragments was designed to take place in a user's home, with characters interacting with real-world objects and surfaces.
片段的设计目的是在用户的家里发生,其中的字符与现实世界的对象和图面交互。Fragments were designed to take place in a user's home, with characters interacting with real-world objects and surfaces.

用户最初开始体验时,会为其提供较短的一段时间,几乎不会发生交互。When users initially begin the experience, they're given a short period of adjustment with little to no interaction. 相反,我们建议他们来寻找并调整自己的方向,并确保为游戏的交互式内容正确映射房间。Instead, they're encouraged to look around and orient themselves and ensures the room is properly mapped for the game's interactive content.

在整个体验中,字符将成为焦点,作为视觉对象总监 (字符之间的头运动,使其在) 感兴趣的领域中进行查找或手势。Throughout the experience, characters become focal points and act as visual directors (head movements between characters, turning to look or gesture toward areas of interest). 当输入场景) 时,该游戏还会依赖更突出的视觉提示,使用户在查找对象或事件时耗时过长,并大量使用空间音频 (尤其是使用字符语音。The game also relies on more prominent visual cues when a user takes too long to find an object or event and makes heavy use of spatial audio (especially with characters voices when entering a scene).



目标: MarsDestination: Mars

在目标:在 NASA 的肯尼迪太空中心使用的 Mars 体验中,访问者可以通过传奇 Astronaut 商业 Aldrin 的虚拟表示形式,通过的。In the Destination: Mars experience featured at NASA's Kennedy Space Center, visitors were invited into an immersive trip to the surface of Mars, guided by virtual representation of legendary astronaut Buzz Aldrin.

对于目标中的用户来说,虚拟的商业 Aldrin 成为了重点: Mars。A virtual Buzz Aldrin becomes the focal point for users in Destination: Mars.
对于目标中的用户来说,虚拟的商业 Aldrin 成为了重点: Mars。A virtual Buzz Aldrin becomes the focal point for users in Destination: Mars.

作为沉浸式体验,我们鼓励这些用户浏览,在所有方向上移动其标题以查看虚拟 Martian。As an immersive experience, these users were encouraged to look around, moving their head in all directions to see the virtual Martian landscape. 尽管为了确保用户舒适,Aldrin 的旁白和虚拟状态在整个体验中都提供了一个要点。Although to ensure the comfort of the users, Buzz Aldrin's narration and virtual presence provided a focal point throughout the experience. Microsoft 的混合) 现实考验创建的商业智能 (的这项虚拟记录可让用户在其近乎完全的视图中看到其真实的人为大小。This virtual recording of Buzz (created by Microsoft's Mixed Reality Capture Studios) stood at real, human size, in the corner of the room allowing users to see him in near-complete view. 有问题的旁白用户要将精力集中在环境中的不同点 (例如,地面上的一组 Martian rocks,或在与特定场景变化或其引入的对象) 距离的山地范围内。Buzz's narration directed users to focus on different points in the environment (for example, a set of Martian rocks on the floor or a mountain range in the distance) with specific scene changes or objects introduced by him.

虚拟 narrators 将转变用户的移动,并在整个体验中创建强大的焦点。The virtual narrators will turn to follow a user's movement, creating a powerful focal point throughout the experience.
虚拟 narrators 将转变用户的移动,并在整个体验中创建强大的焦点。The virtual narrators will turn to follow a user's movement, creating a powerful focal point throughout the experience.

演讲的现实表现形式提供了一个功能强大的焦点,提供了一种很好的技巧,可让用户在这里就像他一样,为用户提供技巧。The realistic representation of Buzz provided a powerful focal point, complete with subtle techniques to turn Buzz toward the user to feel as though he's there, speaking to you. 当用户移动了经验时,如果用户移动到了太远的绕,就会在返回到非特定状态之前向您返回阈值。As the user moves about the experience, Buzz will shift toward you to a threshold before returning to a neutral state if the user moves too far beyond his periphery. 如果用户看起来完全 (的方式,例如,若要查看场景中其他地方的内容) 然后返回到 "反馈",讲述人的方向位置将再次专注于用户。If the user looks way from Buzz completely (for example, to look at something elsewhere in the scene) then back to Buzz, the narrator's directional position will once again be focused on the user. 这样的方法可提供强大的浸入式功能,并在全息帧内创建一个焦点,减少过多的头运动并提升 用户舒适Techniques like this provide a powerful sense of immersion and create a focal point within the holographic frame, reducing excessive head movement and promoting user comfort.

另请参阅See also