Remove Architecture Remove Controllers Remove Hand tracking Remove Leap Motion
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Sony Researchers Unveil Knuckles-style Prototype VR Controller with Full Hand Tracking

Road to VR

Sony Interactive Entertainment (SIE) researchers unveiled a prototype motion controller recently which showcases experimental techniques into full hand tracking using machine learning and capacitive sensors. Like the Index controller, Sony’s prototype features an open-palm design using a wrist strap.

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Varjo Launches VR-2 Headset with SteamVR Support, Improved ‘Bionic Display’, and Hand-tracking Option

Road to VR

A variation called the VR-2 also offers integrated hand-tracking via Ultraleap (formerly Leap Motion). We’ve been impressed with Varjo’s execution of the novel display architecture, calling the company’s prior headsets a “ breathtaking preview of VR’s future. Use the slider to compare.

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VRTK vs INTERACTION BUILDER: Which one is for you?

ARVR

Specifications VRTK’s list of scripts & modules Interaction Builder architecture General Features VRTK is a comprehensive and complete development framework for XR applications. The drawback is the steep learning curve, and the legacy development mechanism to fully understand the whole architecture.

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All you need to know on HoloLens 2

The Ghost Howls

The new HoloLens features: Eye tracking Full hands tracking (a la Leap Motion) Voice commands understanding. During a demo on stage, it has been shown that the hands are the primary means of interface with the UI of HoloLens 2. Eye tracking. Real-time tracking.

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Under the Hood: The Leap Motion Hackathon’s Augmented Reality Workspace

Leapmotion

Early last month, Leap Motion kicked off our internal hackathon with a round of pitch sessions. One of our tracking engineers suggested using our prototype Dragonfly module to augment a physical display with virtual widgets. Flat digital interfaces were not designed for hands. Leap Motion.

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The XR Week Peek (2020.06.01): HP Reverb G2 launched, Qualcomm goes bullish on 5G and Wi-fi 6 and more!

The Ghost Howls

The Reverb was already a very good headset (as you can read in my hands-on impressions ) with good comfort and an astonishing resolution, but it had some problems with the display (mura, red smearing) and with the controllers (classical mediocre WMR tracking). built in to headband Controllers ?—?6DOF 75Hz FOV ?—?101

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Our Journey to the North Star

Leapmotion

What does hand tracking need to be like for an augmented reality headset? How fast does it need to be; do we need a hundred frames per second tracking or a thousand frames per second? We settled on a system architecture that combines an Analogix display driver with two fast-switching 3.5″