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Over the last few weeks, LeapMotion has been teasing some very compelling AR interface prototypes, demonstrated on an unknown headset. LeapMotion plans to open-source the design of the device, which they’re calling Project North Star. ” Image courtesy LeapMotion. Image courtesy LeapMotion.
Ultraleap Stratos Explore is the product for which Ultrahaptics (which later became Ultraleap after the fusion with LeapMotion) was famous. Ultraleap Stratos presents itself as a square box with a lot of tiny cylinders on it and a LeapMotioncontroller to track the hands. Ultraleap Stratos Explore.
Barrett is the Lead VR Interactive Engineer for LeapMotion. Martin is Lead Virtual Reality Designer and Evangelist for LeapMotion. Barrett and Martin are part of the elite LeapMotion team presenting substantive work in VR/AR UX in innovative and engaging ways. The Challenge.
Utilizing the Motive OptiTrack motion capturing system combined with 12 Flex 3 cameras covering a total space of 4m x 4m x 3m, VRHapticDrones is able to track the HMD, multiple quadcopters, as well as a users defined body parts and stream 100 Hz samples to the VRHapticDrones backend with millimeter accuracy.
strLast time, we looked at how an interactive VR sculpture could be created with the LeapMotion Graphic Renderer as part of an experiment in interaction design. With the sculpture’s shapes rendering, we can now craft and code the layout and control of this 3D shape pool and the reactive behaviors of the individual objects.
Using the LeapMotionController and Oculus Rift, you’ll be able to throw spells with varying force and speed to battle the unknown evils ahead. A full bodied experience – Loop uses a LeapMotionController, Oculus Rift, and a treadmill. Read more about the upcoming project here project here.
We started by constructing a computer model of the system to get a sense of the design space. Manufacturing optics with this level of precision requires expensive tooling, so we “turned” to diamond turning (the process of rotating an optic on a vibration-controlled lathe with a diamond-tipped tool-piece).
Generally, the best VR applications that use LeapMotion for navigation aren’t centered around users “walking” around in a non-physical way, but transitioning between different states. Again, this gives users clear and unequivocal control over their movements. Bonus #1: Camera Control Experiments.
In rebuilding our Unity developer toolset from the ground up , we started by rearchitecting the interfaces that receive data from the LeapMotion device. Moving up the tech stack, we then refactored most of the mid-level Unity scripts that pair the Leap hand data with 3D models and manages those representations.
While working on demonstration projects here at LeapMotion, we’ve found ourselves wanting to use different sets of hands for a variety of reasons. Using the Debug hands in this way can be help for – wait for it – debugging your other hands to verify they’re lining up with LeapMotion data!
Check out our results below or download the example demo from the LeapMotion Gallery. The advanced hand-based physics layer of the LeapMotion Interaction Engine makes the foundational elements of grabbing and releasing virtual objects feel natural. The Challenge.
Additionally, our pre-constructed UI Widgets demonstrate how to put together a diegetic UI Element that works well with compression and touch. It can also control the opacity of drop shadows. The post New Unity Module for User Interface Input appeared first on LeapMotion Blog. Start with examples.
Head Controller-relative free locomotion is the only other option. You can construct them, attach them, collect them, find guns sporting them, but when you try to use a gun outfitted with a scope, you’ll be presented with a dead, matte surface where you should be seeing a zoomed-in view of the world.
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