Comment LEAP Motion (Score 4, Interesting) 65
LEAP promised similar things. Logically, their technology should work well, but the execution was piss poor. The trick to getting 3D finger interaction to work will either be higher immersion, such as proportional (to the controller) 3D displays or Occulus Rift style implementations where you can see your hand interacting. Another issue LEAP has is defining the horizontal and vertical ground planes. Their controller would work better if it detected and calibrated to you monitor and activation motions occurred when you touched the screen in many cases.
3D gesture identification and intent management seems to be a stumbling block so far as well. Seems largely that programmers figured out the hand skeletal structure and then immediately ignored that musculature, tendons, and fine motor control are not the same in all positions and directions.
Some example dumb hand / finger gestures for 3D control (I see these in LEAP motion software and in proposed hand gesture libraries for similar technology):
- Triggering a thumb against the side of the index finger - most of the hand moves, especially the index finger (which is typically being keyed off of for cursor position)
- Triggering by pulling the index finger like a trigger - surprisingly inconsistent when there is no resistive grip or button
- Holding a splayed out hand(s) horizontally, mid air as a default centered position
- Keying z-rotation off of a hand pointed at the screen as if one's arm protruded from the chest
- Expecting the hand to translate mid-air like camera dolly & track.
- Lots of other ergonomically / kinematically ignorant ideas. I think they modeled everything with those articulated wooden hands for clay sculpture. And no arms.
Just some things to consider before creating your own 3D motion controller...
3D gesture identification and intent management seems to be a stumbling block so far as well. Seems largely that programmers figured out the hand skeletal structure and then immediately ignored that musculature, tendons, and fine motor control are not the same in all positions and directions.
Some example dumb hand / finger gestures for 3D control (I see these in LEAP motion software and in proposed hand gesture libraries for similar technology):
- Triggering a thumb against the side of the index finger - most of the hand moves, especially the index finger (which is typically being keyed off of for cursor position)
- Triggering by pulling the index finger like a trigger - surprisingly inconsistent when there is no resistive grip or button
- Holding a splayed out hand(s) horizontally, mid air as a default centered position
- Keying z-rotation off of a hand pointed at the screen as if one's arm protruded from the chest
- Expecting the hand to translate mid-air like camera dolly & track.
- Lots of other ergonomically / kinematically ignorant ideas. I think they modeled everything with those articulated wooden hands for clay sculpture. And no arms.
Just some things to consider before creating your own 3D motion controller...