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New Unity Asset Lets You See Your Actual Hands — Not Just a Rigged Replica

Using our existing hand assets, you can already reach into a demo and see robot hands, minimal hands, even realistic hands for different genders and skin colors. But these aren’t your hands – it’s like choosing from a catalog of hand models. That’s why we’ve just released a new Unity asset feature that brings your real hands into any VR experience. With Image Hands, you now have the absolute realism of live video, with the full interactivity and 3D behavior of our classic rigged hands.

The Image Hand is available now as part of our Unity Core Assets. You can also try it yourself in our updated UI Widgets demo and the latest version of ElementL: Ghost Story, or learn more from the official documentation.

DOWNLOAD THE DEMO

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What if you could see through walls like Superman? Beyond the tiny window of our senses, there’s a vast world that we can’t normally access. But that’s going to change. At last week’s SVVR conference, Leap Motion CTO David Holz talked about how the third generation of VR/AR devices will pipe everything from ultrasonic depth sensing to infrared night vision directly into our consciousness.

Along the way, he also shared one of our next-gen software demos, explained how the digital medium will emerge into the real world, and talked about why our kids just might be weirder than any generation in human history. Here’s a quick breakdown of the highlights:

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The frustrating thing about raw Twitter data is that it tends to remove the very element that makes the platform so interesting in the first place: the nuance of human sentiment. But what if you could harness the power of that data back with your own two hands, set to music?

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Tomorrow in Montreal, audience members at the IX Symposium will see one of Jupiter’s moons appear inside a 60-foot dome. But this isn’t something you can find in a telescope – it’s a trippy virtual environment with stark geometric shapes and classical forms.

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Interaction design can be a delicate balancing act, especially when developing for VR. In the process of building applications and various UX experiments at Leap Motion, we’ve come up with a useful set of heuristics to help us critically evaluate our gesture and interaction designs. You can see these lenses in action in our Planetarium series, where we experimented with bringing together several different UI widgets.

It’s important to note that these heuristics exist as lenses through which to critique and examine an interaction, not as hard and fast rules.

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VR is a double-edged sword. While many experiences can feel like a digital wonderland, one misstep can create a nausea-inducing assault on the senses. At a recent Designers + Geeks talk, Jody Medich and Daniel Plemmons talked about some of the discoveries our team has made (and the VR best practices we’ve developed) while building VR experiences with the Oculus Rift and the Leap Motion Controller.

Here are some of the essential insights they want you to know about designing VR tools and experiences:

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ardrone

Following my tutorial on controlling the Sphero using the Leap Motion, I thought I would keep on converting my Node.js projects to Cylon.js and work on controlling an AR.Drone with Leap Motion.

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One of the most powerful things about the Leap Motion platform is its ability to tie into just about any creative platform. That’s why we created a Platform Integrations & Libraries showcase where you can discover the latest wrappers, plugins, and integrations.

Cylon.js is a JavaScript framework for robotics, physical computing, and the Internet of Things (IoT) that makes it easy to network 36 different platforms (and counting). On our Developer Gallery, you can find example projects to help you get started with wirelessly controlled Arduino boards and Parrot AR.Drones. Recently, we got in touch with Ron Evans, the creator of Cylon.js and other open source robotics frameworks, about the emerging IoT revolution.

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In my personal time, I love to play around with hardware and robots. I started in Node.js but recently I discovered Cylon.js and after a quick play around with it, I found it pretty awesome and decided to rewrite my projects using this framework.

As a starting point, I decided to rewrite the project to control the Sphero with the Leap Motion Controller.

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One of the most powerful things about the Leap Motion platform is its ability to tie into just about any creative platform. That’s why we’ve just launched a Platform Integrations & Libraries showcase where you can discover the latest wrappers, plugins, and integrations.

Our first featured integration is Vuo, an extraordinarily flexible visual programming language for developers and designers. There are already 6 Vuo examples for on our Developer Gallery, which include Mac executables and project files – so you can download, import, and see how they all fit together. Recently, we caught up with Jaymie Strecker, one of the key developers on Team Vuo.

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