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// Arm HUD

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 internal 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.

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.

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 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.

From the mouse and touchscreen, to hand tracking platforms like the Leap Motion Controller, the design of UI elements like the humble button is shaped by the hardware and how we use it. Here’s a quick guide to designing buttons and other UI elements for VR, based on our Unity Widgets.

At Leap Motion, we’ve been working on new resources to make developing VR/AR applications easier, including Widgets – fundamental UI building blocks for Unity. In part two, we take a look at the development of the Arm HUD Widget.

Hi, Barrett Fox here. As an interaction engineer here at Leap Motion, I built the Arm HUD for the Planetarium. While we introduced an early version of Arm HUD in December, I wanted to share what we learned from its evolution and development.

At Leap Motion, we’ve been working on new resources to make developing VR/AR applications easier, including Widgets – fundamental UI building blocks for Unity. In today’s Developer Diary, Widgets team product lead Andrew Littlefield previews Arm HUD, which puts information literally within arm’s reach.

Just in time for the 3D Jam, we’ve rolled out an update to our setup guide for Unity, along with a brand-new asset! With Rift/Desktop, your project will be able to recognize whether an Oculus Rift is connected, and set the camera accordingly – allowing for easy access to desktop and VR modes within a single app. Here’s a quick recap of our existing Unity resources, including the new asset.