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LeapMotion , a maker of hand-tracking software and hardware, has been experimenting with exactly that, and is teasing some very interesting results. LeapMotion has shown lots of cool stuff that can be done with their hand-tracking technology, but most of it is seen through the lens of VR.
Fully functioning hand-tracking might be a ways off from becoming the standard form of VR input, but LeapMotion is making a big step toward that future today, taking its Interaction development engine to 1.0 The company is also adding support for systems like wearables and widgets, enabling wrist-mounted menus and more.
Last year LeapMotion, makers of hand-tracking technology, revealed Project North Star , an open-source AR headset prototype design meant to be a test bed for the kind of specs and features that more compact AR headsets will hopefully one day provide. Image courtesy LeapMotion.
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.
However, the team at LeapMotion has also investigated more exotic and exciting interface paradigms from arm HUDs and digital wearables, to deployable widgets containing buttons, sliders, and even 3D trackballs and color pickers. Barrett is the Lead VR Interactive Engineer for LeapMotion.
Playstation Move controllers that were included with the PSVR headset. Oculus Touch controllers were just announced to ship late in 2016. With an emphasis on active experiences and the success of tracked controllers, keyboard and mouse input has become virtually nonexistent. Xbox controller. Steam compatible controller.
Eye Tracking : 200 Hz with sub-degree accuracy; 1-dot calibration for foveated rendering Comfort & Wearability : 3-point precision fit headband Replaceable, easy-to-clean polyurethane face cushions Active cooling. Also, LeapMotion tracking or the mixed reality cameras of Varjo XR-3 are not part of this model.
As the layers are built and projected so are the full 3D images and animations; no headset, special glasses or other wearables are needed. The VX1 comes with a cupcake-sized, third-party 6-access controller to help navigate various content and manipulate volumetric images.
The STRATOS solution can track the motion of a user’s hands using the LeapMotioncontrol, then project tactile effects to provide unique feedback. Ultraleap LeapMotionController. Developers and designers can use this technology to create touchless interfaces, and immersive training experiences.
Last week at SFHTML5, LeapMotion CTO David Holz shared his educated guess on what we’ll see with upcoming generations of virtual reality headsets and sensors. Along the way, he talks about what LeapMotion needs to achieve for truly seamless VR hand controls.
At LeapMotion, our mission is to empower people to interact seamlessly with the digital landscape. Last year, we released an early access beta of the LeapMotion Interaction Engine , a layer that exists between the Unity game engine and real-world hand physics. Widgets and Wearable Interfaces.
As mainstream VR/AR input continues to evolve – from the early days of gaze-only input to wand-style controllers and fully articulated hand tracking – so too are the virtual user interfaces we interact with. Even examples of hand-based, wearable UIs and dynamic deployable UIs. Concept: A Playset, Not A Control Board.
Imagine a fully interactive augmented reality – an extra layer on top of our world that we can see, grab, and control. At the LEAP.AXLR8R, GetVu is exploring the boundaries of augmented reality with a platform that combines computer vision with human vision in a wearable device.
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.
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”. Augmented vision is commonplace in futuristic films, from Minority Report to Iron Man. Putting it All Together.
In the real world, we never think twice about using our hands to control objects. LeapMotion Orion tracking was designed with simple physical interactions in mind, starting with pinch and grab. Virtual reality gives us the power to augment our digital selves with capabilities that mirror real-world wearable technologies.
Varjo’s newest headset (available in various styles) sincludes multifocal passthrough cameras, controllers co-developed by Razer, and even integration with the powerful NVIDIA Omniverse. Inside-out tracking: Intelligent inside-out tracking and built-in Varjo controllers created with Razer. What is the Varjo XR-4 Series?
Masahiro Yamaguchi (CEO, Psychic VR Lab), God Scorpion (Media artist, Psychic VR Lab), Keiichi Matsuda (VP Design, LeapMotion), Oda Yuda (Designer), Akihiro Fujii (CTO, Psychic VR Lab). Alex Colgan (LeapMotion): What inspired you to build a North Star headset? To me the wearable UI thing is something we want to try.
The company offers a range of modules, including the Stratos Inspire, and LeapMotioncontroller. For companies interested in a world of technology stepping beyond controllers, Ultraleap promises unlimited potential. The organisation is also investing in haptics, to help users feel more within the XR interactions.
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). Electrochromatic coatings on the reflectors for electrically controllable variable transparency.
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!
Several devices such as integrated hand-tracking headsets from Varjo or Lynx, LeapMotionControllers, or even the company’s VR Developer Mount can used the device as an added peripheral. Gemini is not limited to a single headset range, unlike other hand-tracking solutions. Why Should Users Opt for the Device?
The player’s hands might reinforce presence within the scene, enable basic controls, or drive the story by affecting objects and events. For narrative purposes, you may want to preserve this distinction – with a wearable interface changing your own state, and an environmental interface changing the environmental state.
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