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You can finally buy the LeapMotion v2 accessory. The time for us XR developers to buy a LeapMotion 2 has finally come. LeapMotion 1 has been used by almost every developer and researcher , both in VR and not. Yes, the price is higher than the cheap LeapMotion 1, but this is also a far better device.
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. It’s deliberate.
TIP: If you can allocate the budget I would recommend buying 2 display LCD panels and 1 driver board. Triton works with LeapMotion (now Ultra Leap) hands tracking. Originally I was going to make a standalone device which hooked everything up to a Nvidia Jetson Nano that could be worn on your belt (think Magic Leap One).
We’ve already talked about its ambient-inspired soundtrack, but you might be surprised to learn the sound effects in Blocks were one of our biggest development challenges – second only to the physical object interactions, an early prototype of the LeapMotion Interaction Engine. Tip it over. Magic and Progression. Pick it up.
When the LeapMotion Controller is mounted on a VR headset, it can see beyond your virtual field of view, but your hands will occasionally fall out of sensor range. The open-sourced LeapMotion VR Intro uses interactions designed to work seamlessly when your hands are in view – from flying in space to playing with floating spheres.
PowerClaw is a haptic glove that lets you feel heat, cold, and a number of sensations on the tips of your fingers. All of this however was done without any sort of tracking, a duty that PowerClaw has rested on the backs of optical hand tracking devices like LeapMotion. mine were just fine).
More info News worth a mention (Image by Ultraleap) Ultraleap launches LeapMotion Controller 2 Hand-tracking company Ultraleap has just announced the LeapMotion Controller 2 , the evolution of the iconic LeapMotion Controller, which is smaller and more precise than its predecessor. A must-watch.
It seems cool, but I would like to try it to believe in it: all the times that someone promised me some kind of sensory magic, it never turned out so good as they told me (like with the phantom touch sensation that LeapMotion told me about ). Nreal Light is on sale in Germany. In the end, the Chinese company Nreal has kept its word.
The article Dejan has written is a big collection of tutorials, suggestions, and tips about developing applications that use hand tracking. The image above is a LeapMotion hand-tracking demo. Tracking Volume: Proximity. Image credit: Ultraleap / gfycat.
At LeapMotion, we believe that the next wave of technological interfaces will rely on the original human operating system: your hands. With HackingEDU just around the corner, LeapMotion is sponsoring the world’s largest education hackathon with over 100 LeapMotion Controllers for attendees to use.
Click To Tweet When someone first puts on a LeapMotion-enabled VR headset, it often seems like they’re rediscovering how to use their own hands. VR design pro-tip: human beings move in curves. Interacting with just the tip of a thumb on a small trackball, and a whole group spinning a Kugel Fountain. In a sense, they are.
the ones from LeapMotion). If you dig into Oculus code, you discover that this tool is basically a sphere that follows the tip of one finger (the Index finger, in this case) and that interacts with Interactable elements by contact (other tools can interact by distance using ray casting). Double click on the Cube.cs
But that first version of the glove required a third-party tracking system like LeapMotion in order to translate the movement of the user’s hands into virtual reality. The glove uses small vibrating motors at the tips of each finger to give the feeling that you are touching objects in the virtual world.
This week, motion designer Mike Alger released an 18-minute video that digs into the cutting edge of VR interface design using the LeapMotion Controller and Oculus Rift. The post VR Interface Design and the Future of Hybrid Reality appeared first on LeapMotion Blog. It is VR’s medium defining process.”.
It has bought the hand-tracking company LeapMotion various months ago for $30M since the two hardware are a perfect fit the one for the other. Thanks to David Digital for the tip of the latest two news!). Its peculiarity? They work by being connected with iOS phones and tablets. It is the first device of this kind.
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.
LeapMotion Orion tracking was designed with simple physical interactions in mind, starting with pinch and grab. Next week, we’ll look at designing for Orion tracking, plus essential tips for user safety and comfort. The post Building Blocks: A Deep Dive Into LeapMotion Interactive Design appeared first on LeapMotion Blog.
Productivity interactions tend to happen at the tips of our fingers – where there’s enough dexterity for small movements to be precise and expressive, while staying energy-efficient over longer periods of time. This is the core of our mission at LeapMotion. The post Designing Cat Explorer appeared first on LeapMotion Blog.
It’s been a busy month on the LeapMotion Twitch TV channel! In this video, Daniel and Wilbur return to guide you through a 30 minute walkthrough on how to get your 3D Jam project up and running in VR, Unity assets available for your project, and design tips to keep in mind: Ask a LeapMotion Engineer!
A variant of its best-selling 6 DoF PCVR E4, this new headset is integrated with Ultraleap’s LeapMotion Controller 2 hand tracking camera, allowing operation and interaction within a VR environment naturally and without separate controllers. Tips: The price is only for reference, it may be changed without notice!
As an optical motion tracking platform , the LeapMotion Controller is fundamentally different from handheld controllers in many ways. Here are 4 tips to designing for the controller’s unique strengths, while avoiding common pitfalls. You don’t know, and neither does the LeapMotion Controller.
If you are a creative, you may be very happy to discover that finally, Logitech has released its VR Stylus, that is a pen, tracked with SteamVR technology, optimized for drawing in VR, both in 3D in air and in 2D by pressing the tip on a surface like a desk. That sounds amazing, and in fact it is, given that the reviews are pretty positive.
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). The post Our Journey to the North Star appeared first on LeapMotion Blog.
The demo puts you in control using a combination of LeapMotion interaction and a fully integrated Hands On Throttle and Stick (HOTAS) control system. LeapMotion + HOTAS Gamepad. The post Punch into Hyperspace with VR Cockpit: LeapMotion’s Latest Experimental Project appeared first on LeapMotion Blog.
It’s now available free for the Oculus Rift on the LeapMotion App Store. Do you have any UX design tips for other developers who want to build open-world experiences with LeapMotion? I think the most important UX tip is that the player should be making natural moves that make sense for each interaction.
First, the LeapMotion Controller can provide intuitive hand interactions, but not necessarily intuitive player movement controls. Second, the 3D environment motion flows in immersive VR often cause “simulator sickness” and negative game experience. The LeapMotion assets for Unity are quite convenient and easy to use.
In today’s smartphone world the open tipped glove is essential and proved very useful even for the relatively short demo. Hand tracking is one of those technologies that will become more ubiquitous whether it’s via gloves or systems like LeapMotion. On a quick side note, notice the open fingertips?
My recent interest in virtual reality and LeapMotion input led to several interesting project ideas. Tips on Developing VR Tools. Developing with LeapMotion Tracking. While motion tracking is continually improving, it’s essential to take advantage of the technology’s current strengths.
The LeapMotion Orion software opens up two fundamental interactions – pinch and grab. In this exploration, we’ll cover some quick tips on building for the strengths of LeapMotion technology, while avoiding common pitfalls. Of course, it also begins with the hardware and software that drives those interactions.
With APIs for six programming languages and dozens of platform integrations, the LeapMotion SDK has everything you need to get started. Here’s a four-minute guide to building your first Unity VR demo: Along with a full LeapMotion + Oculus 0.7 Thinking Outside the Mouse. The Sensor is Always On. Get started with Unreal.
I got my LeapMotion Controller at the start of 2014, and quickly went about making demos. Aside from this, my major work with LeapMotion is my game Robot Chess , a relatively simple game which allows you to use your hands to pick up and move around chess pieces as you play against a robotic AI opponent.
So I switched to the LeapMotion Controller and quickly got my hands in my application. The new Arm HUD Widget by LeapMotion looked good, but I knew it wouldn’t be released for some time. Designing with LeapMotion. Things went fast from here. I knew I needed to adopt a menu system of some sort.
It’s available free for the Oculus Rift on the LeapMotion App Store. Do you have any UX design tips for other game developers starting with VR? The post <i>Weightless</i> Creator Martin Schubert on Designing a Zero-Gravity Sci-Fi Playground appeared first on LeapMotion Blog. What inspired that?
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. Plus, some tips around visual feedback for weightless locomotion, and designing virtual objects that look “grabbable.”.
In the context of motion controls, good affordance is critical, since it is necessary that users interact with objects in the expected manner. With 2D LeapMotion applications, this means adapting traditional UX design principles that condensed around the mouse and keyboard. Limit hand interactivity. Text and Image Legibility.
Here are a few tips for developing with the module: Big buttons. The post New Unity Module for User Interface Input appeared first on LeapMotion Blog. Designing with the UI Input Module. They’re easier to read in VR and easier to select. Drop shadows.
To train new pilots, we created a helper robot based on an event flow system, so that the robot can give you tips based on what’s currently happening. The post The Art of Storytelling and Narrative in VR appeared first on LeapMotion Blog. The environment is highly reactive to user gaze, and there are lots of buttons to press.
Make a single element of the hand able to interact with buttons and other UI elements – typically, the tip of the index finger. At LeapMotion, we’ve been experimenting internally with a range of different interfaces that are part of the user. Limit hand interactivity. Wearable Interfaces.
Are things like midair haptics-- I know-- I guess LeapMotion would be a competitor to you guys, even though they're using a hardware solution to do that. But things like midair haptics, with the Ultra Haptics or the Ultra Leap now. Alan: And they just gave slight haptic feedback on the tips of your fingers. Varag: Okay.
Are things like midair haptics-- I know-- I guess LeapMotion would be a competitor to you guys, even though they're using a hardware solution to do that. But things like midair haptics, with the Ultra Haptics or the Ultra Leap now. Alan: And they just gave slight haptic feedback on the tips of your fingers. Varag: Okay.
Are things like midair haptics-- I know-- I guess LeapMotion would be a competitor to you guys, even though they're using a hardware solution to do that. But things like midair haptics, with the Ultra Haptics or the Ultra Leap now. Alan: And they just gave slight haptic feedback on the tips of your fingers. Varag: Okay.
And with the stylus, you can easily manipulate them : for instance, you can put the tip of the pen on a 3D object, press the little button with your index finger and then move and rotate the pen to move and rotate the object. You can also move a bit the head , and the virtual elements still visualize in the correct way.
. “To improve the usability of virtual keyboards for text input,” says creator Soma, “I investigated key selection methods and shapes and layouts of virtual keys, then proposed a new user interface design utilizing tip pinch, and implemented a prototype application. Please try a new text input interface using LeapMotion!”
If lawyers start entering the metaverse, we are f *ed… (Thanks Cathy Hackl for this tip). I have heard many people making confusion between “Magic Leap” and “LeapMotion”, but no one doing the same with Nreal and Unreal. Three VR games have implemented NVIDIA DLSS.
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