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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.
There’s an intuitive appeal to using controller-free hand-tracking input like LeapMotion’s ; there’s nothing quite like seeing your virtual hands and fingers move just like your own hands and fingers without the need to pick up and learn how to use a controller. Image courtesy LeapMotion.
Quest and privacy Those times we hoped for have arrived : the Quest 3 is a machine much more powerful than the Vive Focus, it has a color passthrough with a quite good definition, and AI is now flourishing. Of course, since I’m not a security expert, I do have not a definitive answer for you.
LeapMotion (now Ultraleap ) has been using IR illuminators for VR hand tracking for ten years now, and Apple Vision Pro has two IR illuminators on the front too. They act as IR floodlights, helping the tracking cameras, which see infrared, get a bright view of your hands and other nearby objects.
However it’s hardly conceivable that Apple would open their software ecosystem to third-party devices, so it definitely raises the question of whether we’re close to a bonafide Apple AR headset tease or not. SEE ALSO Report: Apple Nearly Acquired LeapMotion but the Deal Fell Through.
With an embedded LeapMotion hand tracker on the opposite side of the fixed frame, I was able to reach out to the 3D objects and bring them right up to the point where the vergence-accommodation conflict took over and I went a bit cross-eyed trying to resolve the image. Photo by Road to VR.
This is a great image definition: consider that for instance the Vive Pro has only 16 PPD. The new HoloLens features: Eye tracking Full hands tracking (a la LeapMotion) Voice commands understanding. Woman wearing a HoloLens2 device (Image by Microsoft). The comfort has been improved by a 3X factor.
The feature definitely reminds of us some excellent hand-tracking interaction concepts shared with us by LeapMotion (now Ultraleap) back in 2018. Beyond choosing to open the usual Oculus menu you’ll also be able to move your pinched hand to select other actions like taking a screenshot or activating voice commands.
In one case study, a multiple-sclerosis patient used Cybershoes along with a LeapMotion sensor to walk around a subway system while using her hands to push doors. For example, they could be used for training in industrial facilities, physical therapy, rehab, real estate tours, the list goes on.
That said, like all flight sims, FlyInside has a definite learning curve, as it seeks to accurately simulate everything from Cessna prop planes all the way up to Chinook helicopters, each with their own control intricacies that hardcore flight sim proponents love to dig into.
The headset features a depth sensor, and two high-definition 4MP RGB cameras for passthrough mixed reality. The Quest 3 is similar to what Brad Lynch already leaked months ago. 40% smaller than the Quest 2, but 2x more powerful than Quest 2 thanks to the next-gen Snapdragon chipset.
Gartner has been very kind with me and has also provided a very long statement about the AR Cloud, extracted from its paper: Definition: The augmented reality (AR) cloud is the underlying, persistent, digital content layer mapped to objects and locations in the physical world. Header image by LeapMotion).
LeapMotion is a young technology company that is perhaps best known at this point for what it sells at your local Best Buy. The presence of a Gear VR in the demo room is significant for LeapMotion. ” For Leap, this meant that heavy optimization would be required to get IR hand tracking to work on mobile devices.
The LeapMotion Interaction Engine handles these scenarios by having the virtual hand penetrate the geometry of that object/surface, resulting in visual clipping. Object Interactions in the LeapMotion Interaction Engine. Earlier we mentioned visual clipping, when your hand simply phases through an object.
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. The window capture and layout could definitely use some work. LeapMotion.
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.
It now supports Oculus Quest, HTC Vive and UltraLeap (former LeapMotion) systems of skeletal hand tracking for interactions based on realistic, and customizable, hand poses. It includes the precise mathematical definition of how several interactions will behave in the 3D environment.
Designed for the Oculus Rift, it’s available free for Mac and Windows on the LeapMotion App Store. Over time, my interest shifted to Unity3D, and now I love to tinker with new hardware like the LeapMotion, Oculus Rift, or Kinect – which led to experiments like Hoverboard VR , Polyrider , and Soundscape VR.
According to Stereo Labs, “Through high definition stereo cameras, the headset blends the virtual and real worlds together in an immersive and photorealistic way. Today, Stereo Labs is announcing a new developer kit for a product called “Linq.” Linq’s system for hand tracking is also unique.
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? It’s definitely the future of the user interface I think.
Because a physical backpack full of 300 items wouldn’t exactly be practical, Fallout 4 VR definitely gets a break when it borrows a majority of its UI from the flatscreen version for its more utilitarian purposes. SEE ALSO Exclusive: LeapMotion Explores Ways to Make Controller-free Input More Intuitive and Immersive.
Recently, LeapMotion kicked off one of our internal hackathons, where small teams pitch and develop quick demos over the course of two days. The simply titled Swipey Joe McDesktop took the top prize for utility – winning the Throne of Leaps (seen below alongside the LeapMotion Crown). Top image credit: HBO.
The Grand Prize now in hand, Prenneis says the team have a number of upgrades planned for the immediate future, including a customizable interface, real-time 3D support, and integration of gesture control for Oculus Touch and LeapMotion. Follow the developers on Facebook. That’s the challenge we faced as judges.
It’s available free for Windows on the LeapMotion App Store. After developing for LeapMotion and VR with Unity, do you have any cautionary tales from the trenches? Any plans to continue developing with LeapMotion, Unity, and Oculus in 2015? Yup, definitely!
Using technology like the LeapMotion Controller allows us to use our hands to directly engage virtual instruments, from the plucking of a virtual string to the casting of a sonic fireball. Carillon was really built for VR: the Oculus Rift and the LeapMotion Controller are key components in the work.
Thanks to LeapMotion tracking , you can actually see your hands in VR and you can use your hands to activate some objects that make you go further in the adventure. They seem a bit standardized, I don’t know how to explain this. You have no hand controllers, so the only way of navigating the environments is walking.
Locomotion is one of the biggest challenges in VR development, with solutions ranging from omni-directional treadmills and Blink , to Superman-like flight in LeapMotion demos like Weightless. If you’re building with Unity, this is definitely the way to go. We’re going to have a voice in the background, pretty much bullying you.”
Future solutions will get rid of clunky wired headsets and move onto glasses that can project a high-definition image onto the eye, a la Magic Leap, and eventually contact lenses that contain tiny screens. This isn’t meant to be an exhaustive list, but if I missed something major, please tell me and I’ll add it.
At LeapMotion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. I defined a few interfaces that we agreed every Widget would have to implement – ones that required definitions for Start, End, and Change events – and added implementations to the existing widgets. Daniel here again!
It’s available free for the Oculus Rift on the LeapMotion App Store. I think my background in architecture definitely influences my designs and I’m excited to see how my education can manifest itself in a new medium. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.
Following up on last week’s release of the LeapMotion Interaction Engine , I’m excited to share Weightless: Remastered , a major update to my project that won second place in the first-ever 3D Jam. Within the LeapMotion Interaction Engine, developers can assign Interaction Materials to objects which contain ‘controllers.’
Creating new 3D hand assets for your LeapMotion projects can be a real challenge. After autorigging, the LeapHands Autorig Inspector console acts as a central control panel to push values to the other LeapMotion rigging scripts. You can get the new module and updated assets on our developer portal.
Nonverbal communication has been huge for us, where we can have people wave, give the Fonzi ‘eyyyy, air quotes, thumbs up… especially with LeapMotion Orion. For folks to talk with their hands, it’s definitely a big add as far as making that connection and really seeing that person as another human behind behind the avatar.
It’s a definitely challenging part to design. You essentially have two opposing forces: the need to go around the environment and explore, and your stomach pushing its contents upwards the moment you see a motion but don’t feel it. World of Comenius experiments with navigation using portals and the ability to grab 3D space.
True, the surface inside is definitely magical – we can turn it into any number of configurations depending on our immediate needs – but for the most part the 2D interface is very flat. Paper + AR/VR: Designing the LeapMotion Widgets.
Varag: It's actually pretty cool that you say that, because that is one of the use cases that comes in often inbound to us, as companies -- it hasn't happened yet -- but those companies definitely brainstorming around how you track the hands even with just a smartphone, like overlaying something. Alan: We actually did it.
Varag: It's actually pretty cool that you say that, because that is one of the use cases that comes in often inbound to us, as companies -- it hasn't happened yet -- but those companies definitely brainstorming around how you track the hands even with just a smartphone, like overlaying something. Alan: We actually did it.
I think this definition shows you the faith that VR developers have in commercial BCI devices. MREAL S1 is a passthrough mixed reality headset: it features two high-definition front cameras through which is possible to have augmented reality and augmented virtuality. It is going to be distributed in Japan starting from this month.
Varag: It's actually pretty cool that you say that, because that is one of the use cases that comes in often inbound to us, as companies -- it hasn't happened yet -- but those companies definitely brainstorming around how you track the hands even with just a smartphone, like overlaying something. Alan: We actually did it.
These are definitely the VR powers you’re looking for…. To test the feature, the team used an Oculus Rift CV1 for display and a LeapMotion was applied for hand tracking. It was only a matter of time. Maher Professor of Computer Science and director of the Center for Human Computer Interaction. .
It’s not perfect, but it is definitely a step in the right direction. As for actions such as pulling up menus or teleporting around virtual environments, it’s possible that hand gestures such as the ones used with the Microsoft HoloLens or LeapMotion could resolve this. Not for every experience, but definitely for some.
Alvin: Yeah, we definitely have a lot of news packed in to– Alan: I’ve got a long list here! I mean, I think those are definitely probably the most extreme examples. And you know, one of the things you mentioned was looking down and seeing your hands. Alvin: Yes. Alan: This is going to unlock so much. I’m gonna keep going.
Alvin: Yeah, we definitely have a lot of news packed in to–. I mean, I think those are definitely probably the most extreme examples. And you know, one of the things you mentioned was looking down and seeing your hands. Something else you guys addressed at VEC this year was native hand-and-finger tracking. Alvin: Yes. Alvin: Yeah.
Dean: Yes, I definitely think that’s going to happen. And then Ultrahaptics and LeapMotion coming together, creating that virtual hand tracking meets virtual manipulation of the air: ultrasonics. What do you think is the next big thing around the corner? Let’s look out five years. Alan: It’s so true.
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