AI can make music, we'd rather make musicians. Ultraleap is now part of https://xitter.cf/t.co/0gmkFiHZha

Global
Joined May 2012
Heading to #AWE2024? Our Director of Software Partnerships, Chris Wren, is speaking on the first day! If you're as much of a fan of AWE as we are, then you don't want to miss this session: "History: AWE @ 15 - Turns out we weren't crazy after all" 📍 Room 101A 🕒 18 Jun, 3.30pm
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👀 Come see us at booth 617!
Matt Tullis from @Ultraleap reveals the company's plans for @ARealityEvent. Ultraleap, formed by merging Leap Motion and Ultrahaptics, combines advanced hand tracking with mid-air haptic technology. Discover more: lavnch.com/lavnchcode/decode…. #AWE2024 | @MeganADutta
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Do you already have a Leap Motion Controller 2? 👀 If so, you're going to want to try out our tracking platform, Hyperion - download it here ▶️ bit.ly/3wTwmWS If not, why not grab your own one today? ▶️ bit.ly/3xbNk2z
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Whipped up a quick demo with physics, inspired by the old leap motion blocks demo.
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Leap Motion Controller 2 was already an incredible tool with #LeiaSR 3D displays - these updates for microgestures, hand on object, AR are 🔥🔥🔥 congrats @ultraleap team!
Hello Hyperion 👋 The next generation of spatial interactivity has arrived. 1/5 🧵ultraleap.com/company/news/p…
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Using a head-mounted Leap Motion Controller by @ultraleap for #biomechanics. Quite impressive.
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Love getting to go out and wear #vr community merch! Thank you @quantaar and @ultraleap !
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Replying to @Lunayian
Hand tracking will be a lot better because active IR illumination can help with background separation a lot. Leap Motion team figured it out like 12 years ago 😉
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Simulating robotic arm control with Leap motion. Next step plug this into a CM6 and PAROL6 robots 😬😬🦾
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Ultraleap Hyperion brings customized hand tracking modes, access to camera images, and more robust hand tracking. This is very cool for mixed reality Ultraleap Launches Hyperion: the nextgen tracking software platform ultraleap.com/company/news/p… #VirtualReality #AugmentedReality
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"We tried the previous version of Ultraleap's hand tracking, called Gemini, at CES 2022 and found it noticeably superior to Meta Quest or Apple Vision Pro hand tracking." Thanks @UploadVR 🙌
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🔥 Check out this incredible hand tracking demo from Matt Filer for the launch of Ultraleap Hyperion. The addition of microgestures looks like a great step forward in VR and AR UX design! 🚀#virtualreality #xr #spatialcomputing #meta #applevisionpro #vr #ar
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Have a listen to our very own SVP of Product & Marketing, Miguel Rodrigues, as he speaks with @ASychov about the newly released Ultraleap Hyperion (and other things) 😍
Exciting news & exclusive interview! Today @ultraleap has announced new groundbreaking #Hyperion update! Introducing new key features for #handtracking and bringing it to existing hardware such as the one inbuilt into @SomniumSpace #VR1 headset. Each #VR1 headset purchased with hand-tracking module will have these updates automatically included.
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新型の Leap motion センサーを使って ハンドジェスチャーで いつものプロジェクター映像を動かしてみる 指をチョキにして左右に振ると色変更 四本指でサイズ変更 など 検出範囲が広くなって使いやすくなりました TouchDesigner ポータブルバッテリーを使い 街中でプロジェクター投影 東京 渋谷にて
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Replying to @alexsafayan
Thank you! For this particular example, I used @ultraleap's sensor. It allowed me to tune hand-tracking-based interactions without putting on a headset + see all the visualizations in the Scene Editor. To see the visualization in the headset, right now I use Line Renderer.
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Usually, when I start prototyping some ideas, I create a custom Editor's tool to visualize the main spatial computing algorithms I plan to use. It helps with a few things: — Visually explain specific details of an interaction's behavior to other people. 3D math is quite challenging to communicate quickly, just using words or static images. — Get insights and a comprehensive understanding of spatial properties and their relationships to leverage them thoughtfully in the design of API and UI. In this shared example, I projected the index pinch movement on a plane facing a user. I displayed all the calculations and properties needed to build a UI interaction. For example, Angle for circular menus/pickers (xitter.cf/Volorf/status/17…) and XYZ offsets for 1D/2D/3D sliders/selectors (xitter.cf/Volorf/status/17…). I used the Handles class to create the 3D math visualizer, which helps extend Unity's Editor functionality with custom behavior. I did it with the Gizmos in the past, but they are less customizable than Handles. Hope that future design tools will have such visualizations built-in since they're extremely helpful for developing an intuition of how spatial algorithms work and what they are capable of. #spatialcomputing #vr #virtualreality #unity3d #madewithunity #3dmath #linearalgebra #dotproduct #prototyping #xr #spatialdesign #gizmos #debugging #interactiondesign #xrdevelopment
Explored the finger menu with a depth-based layout. Felt fun. Microinteractions/UI motion helped to compensate for the lack of haptic feedback by providing rich visual clues and reinforcing the user's intentions (all these subtle micro-movements). Based on the prototype, here are a few things to consider when you use this interaction pattern: 1) Perspective visual distortion. It might take more time to recognize visually distorted signs when they are arranged by depth. It's a good idea to use well-known sign sequences where the current selected element gives you a hint about the previous and next ones. A user should have an embedded knowledge of how the elements in the menu are sorted. A number selector might work well with it dribbble.com/shots/18072951-… 2) Low range of hand movement in stationary mode. Because you need to keep visual contact with the UI, the useful range of possible hand movement is very limited. You must position your hand in front of your eyes, maintaining a comfortable distance. It restricts the number of items you can have on the menu. Plus, the trigger distance (30-40mm) also reduces the amount of menu elements you can use. Two or three items work the best (four is max). Download APK [Meta Quest] — github.com/Volorf/xr-prototy… #spatialdesign #spatialui #spatialux #vr #unity3d #prototyping #handtracking #interactiondesign #virtualreality #productdesign #xr #xrdesign #xrinteractiontoolkit #xrdevelopment #spatialcomputing
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Bigscreen Beyond is prettty slick! I can tell I'm gonna like working with this one :) I'm quite pleased how the @ultraleap LMC2 fits on here too! Also kinda cool that the front is transparent under IR. I was checking how many IR sensors the LMC2 covers, and it looks like just 2.
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This just in - @DPVR_Global's new headset, the E4 Arc, has integrated Ultraleap hand tracking! 🤩 If you're an arcade game manufacturer, 3D designer or work on immersive training solutions then this headset is for you! Get all the details below ⬇️ auganix.org/vr-news-dpvr-unv…
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In this year's robot party at @msichicago, we (TTIC RIPL lab, ripl.cc) successfully demonstrated how human can teach robot to do household duties (e.g. mug stacking) through RGBD hand tracking, with @ultraleap's motion controller. – at Chicago, IL
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This is great news - GWPRO have integrated our hand tracking into all 17 modules of their industrial skills VR Training bundle🙌 Meaning you can use your hands to naturally interact and learn, like you would in the real world. gwpro.io/
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