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// demo

Computer vision is difficult. Actually, forget that. Computer vision is no problem – you hook up a webcam and boom. The machine can see. However, making a computer understand what it’s seeing is very difficult indeed. The Leap Motion Controller provides a solution. By interpreting the data coming from its cameras, it presents structured information […]

As a truly 3D human interface, the Leap Motion Controller opens up a lot of possibilities for developers of all stripes. For modern designers, it means that we have to constantly rethink and tinker with a new way of interacting with computers. It can be frustrating. At this point, you might expect me to say […]

Using Three.js and the Leap Motion Controller, Ukrainian developer Roman Liutikov was able to create a rigged hand that runs in your browser. Check out the demo with your device or watch the video, then hear about how Roman was able to apply rigged geometry to the Leap Motion JavaScript API. The demo showed in […]

In my never-ending quest to figure out the ‘best’ way to interact with the Leap Motion Controller, I find a lot of my thoughts focusing on camera movements. In the case of the Universe of Sound, this meant flying from galaxy to galaxy by holding your hand flat, but I also wanted to explore other methods of camera movements.

Data is beautiful, there is no denying it. It might be hard to see this beauty when its in a JSON file or *shudders* an Excel spreadsheet, but data is immaculate. For me, one of the most exciting parts of the Leap Motion Controller is that it allows access to near-infinite data.

Creating interfaces is really difficult. It’s especially difficult when you are making interfaces for something that has not been researched before. The way you interact with the computer is different if you are using a trackpad, mouse, or touchscreen – and especially a Leap Motion Controller. Some actions are easier, and others are harder, so each interface should be made with these restrictions and freedoms in mind.

What wouldn’t have been possible without the Leap Motion Controller?

Every time I start a new project, this is the first question I ask myself. The answer is of course infinite, but to try and parse that infinity into a simple answer is always more difficult than I first expect. Many times, I’ll try to think about what another application looks like in ‘Leap Space’. For example, think about the game Snake. It may be the most simplistic application in the world, but what exactly would it look like in ‘Leap Space’?

Scrolling is awesome. It might seem like a trivial task to us because we do it so often, but when you stop to think about it, the ability to scroll absolutely changed the game of interfaces. It allows the user to read more without having a jarring page change, and lets you hold near-infinite material in a finite amount of space. Kinda like the TARDIS. The only problem with scrolling is that you need a way to navigate it.

Here’s another first-person character controller I made for the Leap Motion Controller. In this demo, I’m aiming to simplify first-person camera controls by limiting what it can do. In traditional first-person shooters, players have a lot of freedom – you can strafe and look independently. The issue with this is that for non-core players it […]

Here’s a quick and dirty Unity demo showing how you can use the Leap Motion Controller as a mouse replacement for looking around in a traditional first-person control scheme. There is a jumping puzzle that’s there as a skill test to compare the difference between using a mouse and using the Leap Motion Controller. Mouse […]