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Meta’s final Quest update of the year is bringing some big improvements to hand-tracking and using the headset as a virtual desktop with Windows computers. Quest has supported keyboard tracking for a while, but only for select keyboards. of hand-tracking, which purportedly reduces latency and improves stability.
The article Dejan has written is a big collection of tutorials, suggestions, and tips about developing applications that use handtracking. It starts with how you can install Unity and get started with handtracking development and then proceeds with some suggestions about handstracking UX.
Despite having only been available on Oculus Quest for roughly three months, independent developers have already established a sizable catalog of unique handtracking applications pushing the boundaries of Oculus technology. Last week VR developer Holonautic through its hat into the ring with the release of Hand Physics Lab.
It also just so happens to be the game’s first foray into mixed reality, as the version available on Quest and PSVR 2 focus entirely on virtualenvironments. Check out the trailer below, courtesy MIXED.
This past December, Oculus introduced native hand-tracking functionality for the Oculus Quest, offering users the chance to navigate the Oculus Home interface with their bare hands as opposed to the Touch controllers. At the time of writing, official handtracking support extends solely to the Oculus Home interface.
By default you’ll be greeted with the view of your own room when you put on the headset (rather than being whisked away to a fully virtualenvironment). Most VR games today also account for (or outright avoid) interactions that would put the controllers in tracking blind spots for long periods.
Apple delivered optimised MR features, including improved spatial capture, hand-tracking, key productivity enhancements, virtualenvironments, avatars, and more. Namely, the device’s controller-less design, instead leveraging eye and handtracking for input.
It appears as though the Oculus Quest 2 cameras have difficulty tracking the controllers in brightly-lit environments; the same goes for Oculus Quest hand-tracking. Put simply, the more shade, the better the headset and controller tracking. Put simply, the more shade, the better the headset and controller tracking.
This week, hand-tracking market leader SpectreXR made various strides in innovating in XR input with various partnerships that aim to elevate immersion for XR training applications and user experiences. They’ve built realistic hand interactions for OctoXR that complement Ultraleap’s handtracking perfectly.
While “tracking” technologies aren’t new in this landscape, new eye and hand-tracking trends are emerging as we move towards a new future of immersive, spatial computing. Here are some of the major trends worth watching in the eye and hand-tracking space today.
With eye-tracking solutions, software can be designed to effectively render the content users are viewing according to their specific needs, reducing bandwidth use and improving clarity. With hand-tracking capabilities, innovators can remove the need for teams to utilize external controllers and devices when interacting with digital content.
There are a few great ways to market VR games, but there’s arguably none better than by showing real people immersed in virtualenvironments thanks to mixed reality capture. for Unity-based apps which support Meta’s Presence Platform capabilities, such as handtracking, passthrough, spatial anchors, etc.
In the place of clunky plastic controllers and remotes, we’re seeing the rise of hand and eye tracking solutions, allowing users to move more freely throughout the digital world. XR motion tracking could even be a way for professionals in the athletic and sporting industry to detect issues with form and posture for each athlete.
To bring a more organic and natural typing experience into VR, a group of researchers from the Department of Computer Science at ETH Zürich , Switzerland have developed a set of wristbands called TapID that—when combined with handtracking—allows you to “feel” the keys of your virtual keyboard as you type.
Although, an emerging presence in the development space is hand and eye tracking. AR/VR/MR headsets are increasingly equipped with hand and eye tracking technology. Previously, commercial XR devices like the Meta Quest had experimented with hand-tracking features which improved as the device matured.
There are four cameras located at the front edges of the headset, offering 6DoF inside-out tracking. These cameras are also used to track your motion controllers, which resemble Oculus Touch controllers. The cameras can also be used for hand-tracking if you prefer to ditch the controllers altogether. Image Credit: Pimax.
With eye-tracking solutions, software can be designed to effectively render the content users are viewing according to their specific needs, reducing bandwidth use and improving clarity. With hand-tracking capabilities, innovators can remove the need for teams to utilize external controllers and devices when interacting with digital content.
Mixed Reality Masking With mixed reality masking, you can use any virtual object in your scene (plane, cube or complex mesh) to act as a “window” into the real world. This is especially useful if you want to bring real-world elements, such as instruments or controller devices into the virtualenvironment through one or many “windows”.
Switch Between Controller-tracking and Hand-tracking For the most part, Quest 3 is pretty good about understanding that setting your controllers on a flat surface means you want to start using hand-tracking. Here’s a breakdown of tips and tricks you’ll definitely want to know.
However, part of challenge in reaching this level of adoption, is figuring out how to make XR worlds as easy to navigate and master as real-world environments. With eye and handtracking, it’s possible to immerse users in extended reality experiences like never before, unlocking more convenient interactions.
Apart from being more accurate, Hyperion features some important new features, that the company describes as follows: Microgesture interactions: Hyperion can track small finger movements down to the millimeter, enabling subtle gestures that require minimal effort. I’m pretty sure we can help you and deliver a great result!
Although, an emerging presence in the development space is hand and eye tracking. AR/VR/MR headsets are increasingly equipped with hand and eye tracking technology. Previously, commercial XR devices like the Meta Quest had experimented with hand-tracking features which improved as the device matured.
Hand-tracking is a logical affordance for AR based spatial computing and no doubt some experiences will work well with that design philosophy. There is a comfort in understanding the topological landscape of a controller and a physical touchpoint within the virtualenvironments themselves.
The PSVR 2 device will include ground-breaking eye-tracking navigation that allows users to move within a virtualenvironment and navigate spatial menus without needing a handheld controller. Sony Filles Hand-Tracking Technology. An illustration detailing Sony’s patented hand-tracking tech PHOTO: Sony.
Eye and hand-tracking trends have evolved rapidly in recent years. Eye and hand-tracking solutions use spatial computing concepts to make interacting with computer systems more natural and intuitive. Teams will rely on virtual avatars to help them connect more effectively with their colleagues in immersive spaces.
It turns out that it has been delayed again since the company is not satisfied with the quality of the handstracking offered by the currently-used tracking cameras. The Lynx will ship with handstracking as the primary interaction method, so high-quality handstracking is crucial for this headset.
You have just to: Open your Settings menu in the Quest UI Head to the “VirtualEnvironment” tab In this tab, you can find all the environments that you can use as your Oculus Home environment. After that, you will see all the 2D elements of the Oculus Home floating around your real environment.
Theme parks have been eager to add virtual reality rides to their list of attractions, but the majority of experiences are repurposed existing roller coasters, essentially offering the same ride but with a virtualenvironment to look at. image courtesy Holovis.
Thanks to this, while you are in Unity, with the Quest connected via USB to the PC, you can press Play to test the application locally with full access to passthrough stream, handtracking data, and scene data. The virtualenvironment with the room floating over it.
Eye and handtracking solutions are emerging as a valuable alternative to old-fashioned control mechanisms. By tracking the natural movement of our eyes and hands, these tools can place us straight in the heart of an immersive experience. Improved hand and eye tracking can bring people closer together, wherever they are.
At the Augmented World Expo (AWE 2022) last week, extended reality (XR) human-machine interface (HCI) technology developers TG0 showcased its button-free virtual reality (VR) controllers designed for immersive gaming and Metaverse experiences. Other firms such as HaptX create gloves to recreate user movements in immersive environments.
Developers can do this by recording sound, converting it to a vibration waveform, and then bringing it inside the virtualenvironment to be played back by the glove. Motion Tracking. As for motion tracking, the Nova combines sensor-based finger tracking with computer vision handtracking algorithms.
Both devices sense the electrical signals passing through your wrist to the muscles in your hand, your brain telling your fingers to move, in order to detect the positions and movements of your fingers without the need for optical handtracking. While my demo was exciting and showed the potential for this tech, it wasnt perfect.
In September, Apple released visionOS 2 , the first major update. visionOS 2 Is Out Now, Bringing Significant Improvements To Apple Vision Pro The stable release of visionOS 2 is out now for all Apple Vision Pro owners.
Woosung explained that during this period, Skonec “gained extensive know-how in virtualenvironment optimization and UX design tailored specifically for VR.” Skonec has dedicated significant effort to crafting diverse user experiences using controllers, handtracking, and curved UI elements.
Apple TV : both immersive sports content and traditional video content – the latter presented in virtualenvironments, such as a desert or the sky. Apple Books : will allow users to read in virtual reality. Fitness+ : will let users exercise while watching an instructor in VR.
We’re taking everything to the next level with built-in eye-tracking, stereo colour passthrough cameras for depth-correct Mixed Reality, and even an infrared sensor for enhanced handtracking in low-light conditions. These updates aim to improve usability and accessibility for professional workflows.
Hand-tracking. Hand-tracking first came to the original Quest in late 2019, offering users and developers a controllerless option for input on the headset. Better yet, you can even set the passthrough view as your VR ‘background’ instead of a virtualenvironment. Facebook Messenger.
Comfortable VR headsets with high-quality displays allow us to step into virtualenvironments for longer, without feeling nauseous or overwhelmed due to issues associated with visual lag. 4. Eye and HandTracking. The right blend of audio and visual quality, and long-term wearability will be essential.
Using a combination of sensors and receivers, eye and handtracking solutions allow for the creation of a powerful human-personal computer interface for XR. Eye and handtracking solutions also allow for better computing power distribution within XR environments. Photogrammetry.
It uses handtracking and a real piano to teach you to play songs. Waves’ are live, interactive, and social concerts in a virtualenvironment where you’re able to connect with the artist and other fans in an immersive way. It’s also pretty cool to see others drum entire covers using it. Attend VR Concerts.
Controller: Apple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods. However, this apparently would help improve your social interactions while in a virtualenvironment.
It's also worth checking out for mixed reality developers who can learn from Resolution's thoughtful use of eye and handtracking here. There's also a mode that lets you place your units on a physical table, but it's not fun and I would have instead preferred to overlay a virtualenvironment as a backdrop to the main game.
HandTracking & Scene Understanding Improvements visionOS 2 brings two improvements to handtracking and two improvements to scene understanding. On visionOS 1 the system provided developers with handtracking poses at 30Hz. 0:00 / 0:16 1× We've tried this out and found it works remarkably well.
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