![]() ![]() With interaction sprints at Leap Motion, our team sets out to identify areas of interaction that developers and users often encounter, and set specific design challenges. But how can we take these interactions to the next level? This is usually handled by having the virtual hand penetrate the geometry of that object/surface, resulting in visual clipping. ![]() To make physical interactions in VR feel compelling and natural, we have to play with some fundamental assumptions about how digital objects should behave. When you reach out and grab a virtual object or surface, there’s nothing stopping your physical hand in the real world. He has created multiple experiences such as Weightless, Geometric, and Mirrors, and is currently exploring how to make the virtual feel more tangible.īarrett and Martin are part of the elite Leap Motion team presenting substantive work in VR/AR UX in innovative and engaging ways. Martin is Lead Virtual Reality Designer and Evangelist for Leap Motion. Through a mix of prototyping, tools and workflow building with a user driven feedback loop, Barrett has been pushing, prodding, lunging, and poking at the boundaries of computer interaction. Guest Article by Barrett Fox & Martin Schubertīarrett is the Lead VR Interactive Engineer for Leap Motion. Leap Motion’s Barrett Fox and Martin Schubert explain: In a series of experiments, Leap Motion has been exploring how they can apply visual design to make controller-free input hand input more intuitive and immersive. When your expectation of feedback isn’t met, it can be unclear how to best interact with this new non-physical world. But reaching out to touch and interact in this way can be jarring because there’s no physical feedback from the virtual world. There’s an intuitive appeal to using controller-free hand-tracking input like Leap Motion’s there’s nothing quite like seeing your virtual hands and fingers move just like your own hands and fingers without the need to pick up and learn how to use a controller. ![]()
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