- Hi, I'm Shawn and I'm one of the creators of HoloPlayer One. I describe the HoloPlayer One as the world's first interactive light field development kit. We view this as potentially a big leap forward in how people interact with three dimensional content. HoloPlayer One is a light field that is aerialized or reimaged above a beam splitter or a piece of glass, and that's different than a hologram in that we're not creating an interference pattern to generate the three-dimensional views. We actually have a lenticular overlay on top of, in the case of HoloPlayer One, the development kit, a 2K screen. We split that 2K screen into 32 different views. What that means, it, by analogy, is if in VR you have two view that change as you look around the scene in order to allow groups of people to see and interact with those same scenes without headgear we blast out nearly three dozen views at a time and your eyes intercept those views that are spilling out of the system into space. The second thing we do is we then reimage that original super stereoscopic screen into free space over the beamsplitter. Than then allows you to reach the room, the original screen, and then we overlay interaction layer with the RealSense camera that is built-in to all the HoloPlayer Ones. We register the interactions with HoloPlayer One with an integrated RealSense depth-camera and this is built-in to all the applications via our Unity HoloPlay SDK. What happens is we track your fingers overtop of the HoloPlayer One and that tracking is then fed into the application and allows you to manipulate and interact directly with that floating three-dimensional scene. Critically what HoloPlayer One does, which say a volumetric display, which we worked on before, can't do is it creates a directly interactive viewer independent coordinate system. And I know that sounds very nerdy but it's important for a new directly interactive three-dimensional interface. If I touch a spot on a three-dimensional scene, let's say the front of an X-Wing floating over the HoloPlayer One, my buddy sitting next to me looking over my shoulder see's my finger coincident with the same tip of that X-Wing that I see and that means we can have a shared experience for how we're interacting with that floating three-dimensional scene without headgear, no head tracking. So the scene is stable, just finger tracking. So HoloPlayer One is a development-kit, it's not a system that is going to be sold at Best-Buy in this current generation. It connects up to either a Mac within, Macs within the last few years or a PC that has any sort of graphics card can run HoloPlayer One. Being the first in this new class of interface is really just the first step. It won't always be a little black box that kinda looks like a bird. Very soon in the next few years I believe that this technology will be incorporated into the walls of people's homes, and schools. Into desks so that holographic, holographic information or light-field information, more accurately is spilled out into your environment and able to be directly interacted with again without headgear. I believe it has a shot at being defining ambiance three-dimensional interface that really helps people create in three dimensions and communicate in three dimensions in their everyday lives. So HoloPlayer One we are hoping creates a third branch of a third industry that connect the real world with 3D digital space. The first two branches everyone is very aware of: VR where you gear up and you leave the real world and you go fully into three-dimensional space and in a sense I believe it's isolating although it is a powerful, immersive experience. It's also very high-friction, it takes a long time to get into that world. There's AR which half-way between the real world and 3D digital space but there's still this high-friction moment where you have to gear up. And then there's this third class of interface that connects these two worlds. In HoloPlayer One we believe will be one of the first systems that folks can get their hands on in non-headgear holographic or light field interfaces. So the critical defining factor is you don't have put anything on your head to start to create and use applications in HoloPlayer One. The applications that first jump to mind, although these are guesses we don't know what will be the first real-anchor killer apps in this interface, but some guesses are things like Skype. HoloSkype where you can feel closer to the people you're talking with because they appear as if they're in the room with you and more present. Another example is we believe in a few years, these will be used at Pixar and Autodesk and other big companies where there are a lot of folks that are designing either characters or models in 3D and something like HoloPlayer One will augment or facilitate their workflow because they can use their 2D screen in order to do, find detailed work on a two-dimensional interface. Then when they want to say grab lights around a character for a new Pixar short, or grab rocket parts for the next rocket that's gonna go to the space station, that can be done directly in the way that really it should be in a three-dimensional interface than using a two-dimensional mouse on a two-dimensional screen. So other applications that come up a lot are in medicine. Having folks pull-in CT scans, MRI, 4D ultrasound and having that data directly viewable and manipulatable in three-dimensions. You can imagine a doctor's office a few years from now will have a floating scan of say your knee that's gonna get surgery and she'll be able to cross-section it directly in front of you to show you what's happening inside of that CAT scan instead of going slide by slide and giving you the CD full of individual slices, which is how they do it now.