This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Qualcomm has debuted an updated version of their VR Headset Reference Design now with LeapMotion’s new 180-degree hand-tracking to bring gesturecontrol to mobile VR headsets. The new headset and LeapMotiontracking module was shown off during last week’s GDC 2017.
The open beta of the PC version of VRChat now natively supports handtracking, via the SteamVR Skeletal Input system. The VRChat standalone app on the Quest Store has supported handtracking since late 2022. Or with any native PC VR headset, you can use the open-source SteamVR driver for the LeapMotion 2 addon.
We’re used to navigating our computing with keyboards, mice, and maybe track pads — analog input. That’s why we need gesturecontrols ASAP, according to today’s guest, Clay AIR’s Varag Gharibjanian. Varag: So Clay is a software company, we're specializing in handtracking and gesture recognition, mostly in the AR and VR space.
We’re used to navigating our computing with keyboards, mice, and maybe track pads — analog input. That’s why we need gesturecontrols ASAP, according to today’s guest, Clay AIR’s Varag Gharibjanian. Varag: So Clay is a software company, we're specializing in handtracking and gesture recognition, mostly in the AR and VR space.
We’re used to navigating our computing with keyboards, mice, and maybe track pads — analog input. That’s why we need gesturecontrols ASAP, according to today’s guest, Clay AIR’s Varag Gharibjanian. Varag: So Clay is a software company, we're specializing in handtracking and gesture recognition, mostly in the AR and VR space.
Yes, so at the VEC – and at GDC – we actually announced our USDKs for handtracking. About a year ago actually, at the last VEC, I had announced that we were going to bring gesturecontrol to VIVE, using the existing cameras that are on both the VIVE and the VIVE Focus.
Yes, so at the VEC – and at GDC – we actually announced our USDKs for handtracking. About a year ago actually, at the last VEC, I had announced that we were going to bring gesturecontrol to VIVE, using the existing cameras that are on both the VIVE and the VIVE Focus.
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content