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After having teased the device for a very long time, in the end, TG0 has launched its innovative Etee controllers on Kickstarter. What are the Etee controllers? Etee controllers, on their shipping box. Before going on with the review, let me explain you what are the Etee controllers. Etee controllers unboxing.
Jasper Brekelmans, a Netherlands-based 3D tech artist, has recently released a motion capture tool offering an easy way to record OpenVR tracking data from headsets, motioncontrollers and Vive Trackers for both Vive and Rift setups.
Ultraleap is the company born from the acquisition of LeapMotion by Ultrahaptics and it has always worked towards offering optimal hands tracking solutions for the XR market. The best moment for me was when I tried the virtual hands-controlled keyboard. I was sincerely impressed by its performances. Special thanks.
Object tracking : Hyperion allows the LeapMotionController 2 camera to track AR Markers (also known as fiducial markers) enabling tracking of any object. Robust to handling objects: Hyperion offers superior hand tracking while holding an object in your hand, making it perfect for mixed reality.
Instead of firing webs, however, this device captures your hand movements and then transfers that data to a tethered Raspberry Pi-powered device connected to a computer. The video also shows how FingerTrak gives you the ability to control a robotic hand in real-time.
I had some wonderful ideas of Mixed Reality applications I would like to prototype, but most of them are impossible to do in this moment because of a decision that almost all VR/MR headset manufacturers have taken: preventing developers from accessing camera data. So, how we empower the developers without hurting the user?
As part of its interactive design sprints, LeapMotion , creators of the hand-tracking peripheral of the same name, prototyped three ways of effectively interacting with distant objects in VR. Barrett is the Lead VR Interactive Engineer for LeapMotion. Guest Article by Barrett Fox & Martin Schubert.
One of the biggest drawbacks of HTC Vive headsets with regard to Oculus Rift are the controllers: while Oculus Touch is ergonomic and can emulate the hands quite well, Vive has controllers that are quite big and are usable only as wands. Today, a year after the last update, we have new info about Knuckles controllers.
So, this article helps you learn these: How to setup hand-tracking in Unity The different uses for hand tracking in your VR projects A quick guide to hand-tracking design for AR/VR with the Oculus Quest When you should use controllers or hands When and how to use levers Other interesting facts about hand-tracking. cable with data connection.
The technology claims to offer the rider genuine interactivity and ‘complete agency’ over the experience, including real-time control of the motion profile. I asked how this might work with multiple people, and the team explained that this depends on how the particular story works.
Simple interactivity with the orbs is possible with motioncontrol; the experience will support all major VR hardware, but is likely to feel most engaging when used with the LeapMotion hand tracking system. To progress to the next chapter, you’re asked to leave your own audio message behind, for others to discover.
We also tested combining the HoloLens with the LeapMotion because of the more accurate hand tracking. Although the LeapMotioncontroller gives the player the ability to have freedom of interaction with their hands, we had to attach the LeapMotioncontroller to the HoloLens.
After the startup has started its marketing push at the beginning of this year, I’ve seen too many Youtube videos titled with captions like “THIS IS THE FUTURE”, “BRAIN CONTROL IS HERE” or other bombastic things. This is necessary so that to guarantee a more reliable data read from your brain.
The LeapMotionController 2 is the ideal hardware for experiencing Ultraleap’s world-class hand tracking. Key improvements over the original LeapMotionController include higher resolution cameras, an increased field of view, and 25% lower power consumption, all in a 30% smaller package for optimum placement and convenience.
At this point, there is another question that every one of us is making: is this a controlled leak by Valve itself? I’m not saying that it is absolutely a controlled leak… I just want to say that personally, I believe that it is. If it is a SteamVR 2 device, it can for sure work with all the SteamVR controllers.
At Microsoft’s Build conference today, the company is announcing a new OEM VR partner with HP as well as inside-out, six degree-of-freedom input controllers for VR headsets made by Microsoft partners like Acer. But as long as you’re not quickly moving your head around, then you’ll minimize the motion sickness triggers.
This week we’re excited to share a new engine integration with the professional animation community – LeapMotion and iClone 7 Motion LIVE. With their new LeapMotion integration, iClone now gives you access to the following features: Add Realistic Hand Motions to Body Mocap. Gesture Mirror.
Without using Vive Trackers or other sensors, they try to reconstruct the pose of the full body of the users by just using the pose of the headset and the two controllers. The very original idea is that among these 4 arms, two are controlled by you (with your controllers) and the other two are controlled by the other player.
Early last month, LeapMotion kicked off our internal hackathon with a round of pitch sessions. At LeapMotion, we spend a lot of time experimenting with new ways of interacting with technology, and we often run into the same problem. LeapMotion. Our team of five ran with this concept to create AR Screen.
In the process of building applications and various UX experiments at LeapMotion, we’ve come up with a useful set of heuristics to help us critically evaluate our gesture and interaction designs. The team at LeapMotion is constantly working to improve the accuracy and consistency of our tracking technology.
From gaming to big data, virtual reality gives us the chance to build and explore whole new worlds beyond the screen. Plasma Ball VR stays at a comfortable distance while being controlled by your hands, using tracking data combined with raw image passthrough. Even if some gestures don’t impact the data at all (e.g.
At LeapMotion, we believe that the next wave of technological interfaces will rely on the original human operating system: your hands. With HackingEDU just around the corner, LeapMotion is sponsoring the world’s largest education hackathon with over 100 LeapMotionControllers for attendees to use.
We all grew tired of talking about how we wanted to explore VR development, so we allocated several weeks to tinkering with the Oculus Rift and LeapMotion — staffing one full-time developer and a few designers part-time. We got things started by downloading the most popular Oculus Rift / LeapMotion demos and giving them a try.
LeapMotion hacks and mashups, plus lots more photos from a weird, wacky, and wild weekend. (By Team RiftWare’s winning LeapMotion hack lets you leverage the power of the Oculus Rift, LeapMotion, and Android Wear – so you can reach into virtual reality and control it with voice commands.
VR has the power to transform our lives and connect us in new ways, while hand tracking lets you reach beyond the digital divide and take control. Please try a new text input interface using LeapMotion!” HoloData is a VR visualization tool that lets you experience three-axis graph data over time. Leap Commander.
Ultraleap Hand Tracking – Ultraleap LeapMotioncontroller. Through input events, the user may configure apps to receive inputs from a number of input sources — 6 degrees of free (6DoF) controllers, articulated hands, and voice, as well as Select or Menu, features, and correlate them with various inputs.
In Neal Stephenson’s Snow Crash of 1992, the internet has been superseded by the Metaverse, a multi-person shared virtual reality with both human-controlled avatars and system “daemons”. Accompanying this will be persistent, stateful geographic Assets and Data, some static, others interactive with behaviors of their own.
Above: David Holz, founder of LeapMotion, shows off hand-tracking in VR. The headset used sensors to detect my fingers, using software from LeapMotion. It was cool that I didn’t have to use a touch controller. It was cool that I didn’t have to use a touch controller. Image Credit: Dean Takahashi.
A lot has been going on behind the scenes here at LeapMotion. In many ways it has, but in many ways we’re still separated from the vast worlds of data trapped behind glass screens. Because the shift is so stark, we’re making the software available today for Windows on the LeapMotionController.
One great advantage in doing marketing as a team, as a collective instead of alone , is that we can pull together our learnings, our data, our previous experiments. Playing around with the LeapMotion interaction system. But the idea of an open bundle is fun, and maybe we could find a way to make it work next time.
Aler proudly highlighted that while 11 DoF is not perfect, it is still better than most gloves and controllers on the market that usually are around 7 DoF. You choose… and Dexta even made a demo using the glove with Oculus Quest controllers! He put much emphasis on thumbs tracking. Dexmo haptic feedback.
In support of the event, our team donated LeapMotionControllers. Our CTO David Holz and engineer/ AR tennis champion Jonathon Selstad joined the workshop, along with former LeapMotion engineer Adam Munich. He had experience building homebrew data gloves and mocap systems for years before discovering LeapMotion.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. This time around, I’ll talk a bit about how we handled integrating the UI Widgets into the data model for Planetarium , and what this means for you. This is part 5 of our Planetarium series. Daniel here again!
Hand tracking has always been one of those options that sound nice in principle, but would you actually pay for it, adding a LeapMotion device or something a little more extravagant like a data glove? And the tracking field seemed almost the same as the Oculus Touch controllers, maybe just a little tighter at the extremities.
Examples of such peripherals could be head trackers, hand and finger sensors (like LeapMotion and SoftKinetic), gesture control devices (such as the Myo armband and the Nod ring), cameras, eye trackers and many others. Extract data and events from the peripherals and pass it on to the application in a standardized way.
We engineered Quick Switch through a separate plugin, using the actual image passthrough data to control the “quick switch” transition. This means it won’t interfere with any applications using traditional LeapMotion tracking. Swipe Between VR and the Real World in Unity appeared first on LeapMotion Blog.
We started with a brand new LeapC client architecture for streamlined data throughput from the Leap service into Unity. Then we significantly refactored the final step of our pipeline, our Unity hand control classes. This new class allows developers more freedom in how you build LeapMotion hand models.
Touchscreens, accelerometers, and a bevy of easy-to-use external controllers have given performers many options in how to control and shape sound and music. The impossibilities of VR are extremely exciting as anything in virtual space can be controlled by the performer and used to create sound and music.
The department had done quite a bit of animation interface design with LeapMotion and and 2D screens, so he said maybe I could do the same, but this time with the Oculus Rift.”. appeared first on LeapMotion Blog. In its current iteration, Jere’s VR animation tool uses our Unity UI widgets. It seems mandatory.”.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. The same effect, in fact, we use to detect depth with the LeapMotionController.) The HYG database gives us the color index of the stars so we can easily add it as a data overlay to the application.
Control your fear as you get trapped in an abandoned sawmill to survive as long as possible. I was so surprised how playing a game with my hands as the controllers changed what was fun and what felt odd to do.”. Want to float through an alternate dimension, fly an airplane, or just shoot some hoops? Requires: Windows, Oculus Rift.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. As an interaction engineer here at LeapMotion, I built the Arm HUD for the Planetarium. All of the Arm HUD’s graphics needed to be dynamic and data-driven, yet able to conform to any shape of surface.
I’ve been using Unity for over 5 years for developing 3D simulations and virtual world applications, data visualization solutions, and more recently for game projects.”. Designed by a team of students at Game-U ( @gameu_nj ), Nerves is an intense visit to the operating room for a motion-control surgeon. Earth Elevator.
Reaching toward the holographic interface, with the motion of a single finger, you take control of time itself. Hover VR interfaces use the LeapMotionController, providing hand-based interactions and strong sense of immersion in the virtual space. You can control the flow of time, moving forward or in reverse.
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