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Microsoft starts holographic hub for new reality technologies

By David Ramli, Bloomberg
Published: July 3, 2016, 6:01am

Microsoft Corp. unveiled a new platform based on its Windows 10 software catering to virtual and augmented reality technology developed by other companies.

Windows Holographic will enable rival headsets, such as HTC Corp.’s virtual reality device Vive, to interact with Microsoft’s own Hololens as well as each other, Executive Vice President Terry Myerson said at the Computex trade show in Taipei on Wednesday. Partners will be encouraged to build personal computers, displays and accessories for the platform to develop experiences mixing the reality technologies.

Microsoft has been investing in Hololens to build practical applications for its augmented reality headset. Last year it teamed with Volvo Car Group to bring the technology to car showrooms. The company has started shipping developer kits costing $3,000 to customers so they can then develop applications for the headset.

“We began shipping Microsoft Hololens in March and customers across industries are embracing the potential of mixed reality already,” Myerson said in a blog post. “I can’t wait to see what our partners do with Windows Holographic.”

Attracting new customers will be critical to securing broad adoption for Hololens. Among those partnering with Microsoft on Windows Holographic are Intel Corp., Qualcomm Inc., HTC, Acer Inc. and Lenovo Group Ltd.

Opening up the platform gives partners a chance to improve on rival products, said Nick Parker, vice president of Microsoft’s Original Equipment Manufacturer division.

“We bring a store,” he said. “What we’ll see is partners start to take their capabilities, how they can bring it together with other partners to create a unique device that may be independent.”

Microsoft’s Windows 10 software is already running on more than 300 million active devices. The company said over 80 million devices are expected by 2020.

“However, many of today’s devices and experiences do not work with each other, provide different user interfaces, interaction models, input methods, peripherals, and content,” Myerson said “And most virtual reality experiences can’t mix real people, objects, and environments into the virtual world, making creation and collaboration difficult.”

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