This one is like the last suggestion, squared. We all wonder what other people think of us. Here, you're telling them -- hopefully about something great. Other similar phrases: "People love that you If you've had at least one previous interaction with someone, this can be a wonderful phrase. Maybe you took their suggestion -- and went back and got your master's degree.
Maybe you've never met them before today, but on their advice you tried the little crab pastries that the waiters were offering. People like to give advice that other people follow, especially when it works. Everybody loves hearing this. Especially if you're a fast thinker who takes pride in advancing other people's ideas, trust me: Take a breath and acknowledge that the other person had a good idea.
Letting them know that you think they're right will lead them to like you more. Most of us want to do better -- and we often are able to most effectively improve when someone tells us they think we have room to do so. I remember telling an old boss about a coup I'd pulled off -- only to have him up the ante and challenge me to do even better.
It's hard to explain, but the fact that he wasn't satisfied made me less satisfied, and I ran out to put his suggestion into action. You can see here how this builds on the recognition phrases from the previous section. I think you'd be even better at Y. On the one hand, this is an acknowledgement that whatever results the person has achieved, they aren't enough.
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But on the other hand, it's articulated as a vote of confidence. Well played. This suggests solidarity -- that you and the person you're talking with are part of a team. You can use it effectively with people you know well or work with "How are we going to get more customers? This one might seem a bit counterintuitive, but by placing limits on what you're willing to do for others, you can often stimulate them to respect you.
These phrases also have the benefits of helping you avoid circumstances you don't want to be in, or promising things you can't deliver. This is an easy catch-all. Thanks for the invitation to go on a date, or come to work for you, or play a trick on that guy over there -- but I just can't do that. This reminds me of my elderly great aunt in Montreal, who used to say that she didn't speak French -- not that she couldn't, she simply refused to. I sometimes feel like I use this phrase 10 times every day. We often have great success in a small project, but I don't want others to assume we'll always work so effectively.
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Better to overdeliver than overpromise. This one's tougher to pull off sometimes, at least without couching to soften the blow. But the most respectable thing you can say sometimes is no, and doing so will bring you up a notch or two in other people's eyes. When all else fails, perpetual optimism is a force multiplier.
Enthusiastic people are simply more fun to be around, most of the time -- and they bring out the positivity in others. You know the kinds of circumstances this one works in: I'd love to sell more to clients in the Caribbean I wish the boss would let us work from home on Fridays Eye tracking hasn't been a big factor in VR and AR -- yet.
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But it will be. The first HoloLens didn't have eye tracking. Eye tracking can recognize where you're looking with internal cameras, so you don't even have to move your head at all. The HoloLens 2 has added eye tracking, too. The HoloLens 2's eye tracking has a double purpose: It can measure eye movement and use it to interact with virtual objects. Microsoft uses the new eye-tracking cameras for biometric security, too. The HoloLens 2 has iris scanning via Windows Hello, so users can instantly log in to Windows and launch their personal account or remember personal headset preferences.
More impressively, the HoloLens 2's eye tracking works with regular glasses, even thick ones like mine. Most eye-tracking tech I've used before had a few hiccups when I used my glasses. No such problems happened during the few HoloLens 2 demos I had. The only real use of eye tracking I got to experience was a brief demo showing how my quick eye movements could pick a virtual object without even moving my head.
I made little virtual crystals explode by staring at them and commanding them to burst. But there are plenty of practical uses: Enterprise software from companies like Tobii already use eye tracking to create analytics and heat maps of where you're looking, to improve training.
The bigger-picture possibilities of eye tracking get a lot weirder. Microsoft Technical Fellow Alex Kipman says the HoloLens 2's eye-tracking cameras could also measure your emotions via tiny eye changes, as well as where your gaze lands. At Microsoft's Human Factors Lab, where hardware is tested for comfort and accessibility, we step into a room surrounded by prototype headset models, and a table full of different rubbery ears.
Microsoft's Senior Director of Design, Carl Ledbetter, shows us how the new headset's fit was carefully measured against a wide range of heads and ears, testing for fatigue and eye comfort. But also, in one corner, a mannequin head studded with a net of sensors sits on a table, looking like a Minority Report prop. It's an EEG-sensing headpiece. Holographic magic isn't so magical if your ghostly beings get cut off mid-gaze. The first HoloLens had roughly a degree field of view, which felt like viewing virtual objects through a window the size of a pack of playing cards held a few inches from your face.
The HoloLens 2 expands its field of view to 52 degrees diagonally, which Microsoft says is over double the effective viewing area. It feels like viewing holograms through a window the size of a softcover book. The vertical viewing area is taller, too. It makes a big difference when looking at tabletop holograms and monitor-size virtual displays.
It still means some of the 3D effects are cut off, because my peripheral vision isn't covered by anything, and I can see in all directions. It felt considerably better than the original HoloLens. I originally said in this story that, when comparing HoloLens 2 to Magic Leap One , that it felt "significantly better.
HoloLens 2 still felt like it edges Magic Leap by a bit, but I didn't get to try both side by side. And, the demos that Microsoft enabled for me with HoloLens 2 also made that field of view work well with hand tracking. The effective resolution has increased, to the equivalent of a 2K display per eye versus the original HoloLens' p per eye, but the density of the images is still the same, at 47 pixels per degree. PPD is a way of measuring density of pixels in optics, like pixels per inch on a phone or tablet. Kipman calls this effectively "retina" level resolution.
I'd still say I can see pixels if I look really closely, versus my everyday eyesight. It's crisper than the typical VR headset, too. But the hologram-like effects still look ghostly, much like Magic Leap and the first HoloLens. They're bright and present enough to interact in the indoor spaces I tried. Will it be better outdoors , though? Microsoft says so. The graphics punch is not shockingly different than the first HoloLens -- except, that is, for how much more expansive the viewing area is. And, based on processors, Magic Leap might still be able to push better-looking graphics -- at least, when not leaning on the cloud.
It all works in ways that would make your eyes cross if you're not an optics specialist. Zulfi Alam, Microsoft's GM of Optics Engineering, explains how the displays work with many charts, and a magnifying glass.
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Like the first HoloLens, there are waveguides on the visor, which bend light and aim it into the eye with a MEMS micro electronic mechanical system using LCOS liquid crystal on silicon. This is new to the HoloLens 2: the original HoloLens used a small display that limited field of view more. The display is now etched with a mirror-based laser system that creates a frame-per-second image with three lasers, literally drawn on the fly like an old-fashioned monitor, but high-speed.
It allows the extra-wide field of view, and also means the nonlit areas are fully transparent. We stared at a fast-moving tiny mirror, vibrating, on the table. Suffice it to say, it's complicated. But the end results look good. There are no physical controllers with the HoloLens 2: Microsoft is relying completely on hand tracking and voice controls. Hand tracking has taken a pretty big step forward, too.
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The sensors can now recognize up to 25 points of articulation per hand through the wrist and fingers, plus can recognize the direction of palms, which means finger-bending, hand motion and an ability to pick things up. The first HoloLens used gesture-based finger clicks and simple moves. This time around, it's pinching, pulling, pressing. It feels significantly more advanced than the Magic Leap One's hand-tracking, but I'm not given that many chances to use it.
I try out the whole experience in what Microsoft calls the "Shell Demo. I walk up to them and see an outline of a box surrounding them. I'm told to grab a corner of the box and pull. I do and the whole hologram gets bigger or smaller, like dragging the corner of a window.
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This is, literally, 3D windows. To move something, I stick my hand into the center of the object, make a fist, and move my fist around. I can also put both fists in, and pull my fists apart, and the object expands. It's weird. Not having haptic feedback is a little disorienting. But it all works. I then see a glowing crystal-like shape across the room, near the real sofa.
There's another box, but this time, a triangular play button. I press it with my finger. This starts a demo of eye tracking. I look at four crystals and as my eye flits to each one, it sparkles. It feels effortless. I say "explode," and whichever one I'm looking at bursts. Microsoft then shows another example of eye tracking: A fluttering hummingbird hologram floats next to a Wikipedia-like text box with an article on hummingbirds. I read and as my eyes move down, the text box starts to scroll.
Sometimes the scrolling is too slow or too fast, but I learn how to pace it with my eyes. The point being, eye control works to move things too, no hands necessary. I've seen demos of eye tracking before, but even so, the whole package here is fascinating. First, I understand its importance and second, a good logo conveys a lot of information, often in a fairly abstract format. Good logos say a lot about your business and they communicate on various levels.
When coupled with a tagline, they can speak more directly to people. Here is what a good logo can do for you. Establish a brand identity. This is the first thing a well-designed logo will do for you. When customers see it, they think automatically about your business.
Give your business a professional and established look. It has a strong logo. Communicate what you do. Potential customers should look at your logo — and perhaps your tagline — and see that you offer something they may need. Build loyalty. The repeated exposure to your logo should remind customers of your exemplary customer service or top quality line of products. If you have created a positive business relationship with people, they will be reminded of that every time they see your logo.
Highly successful companies have different approaches to logo design and they fall into four basic categories. No single category is inherently superior to any other, although some may be easier to conceive.
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