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It was pretty cool using it inside a discotheque The tools we had were very limited: the Vive Focus had just a Snapdragon 835 processor, the image was black and white and low-resolution, we had to do everything at the Unity software level, and we had no environment understanding. So, how we empower the developers without hurting the user?
The headset features a depth sensor, and two high-definition 4MP RGB cameras for passthrough mixed reality. This is great news because MRTK 3 introduces better compatibility with Unity standard tools than its previous version. The Quest 3 is similar to what Brad Lynch already leaked months ago.
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.
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. VRTK proposes a simple grab system that can be coupled with the physic engine of Unity to define the desired behavior of the interaction you are creating.
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.
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.
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!
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. ” You’ll also notice that this version includes Image Hands , now available in our Unity Core Assets for Oculus SDK 0.7.
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.
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.
Creating new 3D hand assets for your LeapMotion projects can be a real challenge. This has the powerful benefit of being able to quickly iterate between a modeling package and seeing the models driven by live hand motion in Unity. This contains a Leap VR camera rig: LMHeadMountedRig. Step 2A: Separate FBXs.
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. Now with our Unity Detectors Scripts , giving users feedback on their current hand pose is extremely simple.
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.
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. Instead, you have to guide users to take certain approaches to the interface.
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. .
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. But I think first that is sort of talking about what’s happened. Let’s look out five years.
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. But I think first that is sort of talking about what’s happened. Let’s look out five years.
John Riccitiello -- the CEO of Unity -- was one of the first to point out that there was going to be this great sort of gold rush of people who were going to overhype VR and its potential, and then we're going to see this gap of a disappointment where the early reality didn't match up with the hype and a lot of people were going to bail on it.
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. But I think first that is sort of talking about what’s happened. Let’s look out five years.
. 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.
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