Leap Motion CTO David Holz demo

joe chan
31 Mar 201603:22

TLDRIn this demo, Leap Motion CTO David Holz showcases innovative non-physical interactions using hand gestures in a virtual environment. He demonstrates manipulating virtual objects, creating interfaces, and altering physical properties such as gravity. Holz highlights the technology's simplicity, versatility, and future potential, including embedding sensors into virtual reality headsets. He also discusses the business model, explaining that Leap Motion plans to license its software to manufacturers, offering cost-effective hardware integration. The demo emphasizes the company's progress in virtual interaction technology and its vision for widespread adoption.

Takeaways

  • ๐Ÿ‘ Demonstrates non-physical reactions using hand gestures.
  • ๐Ÿค Pinching with the right hand and interacting with the virtual environment.
  • โšก Creating and manipulating virtual objects in real-time.
  • ๐Ÿ‘€ Highlights physical and non-physical interactions with virtual elements.
  • ๐ŸŽ›๏ธ Introduces a virtual wearable interface that can be controlled by gestures.
  • ๐ŸŒ Interactions with virtual objects are complex but simplified using physical paradigms.
  • ๐ŸŽฏ Shows hierarchy and more complicated interfaces with hand flips and gestures.
  • ๐ŸŒ€ Gravity can be turned off, showcasing subtle virtual physics effects.
  • ๐Ÿ“… The technology has been in development for 6-7 years, with a VR version for 2 years.
  • ๐Ÿ’ผ Leap Motion aims to embed this technology into headsets with an affordable hardware cost.

Q & A

  • What is the main focus of David Holz's demo?

    -David Holz's demo focuses on demonstrating non-physical interactions using Leap Motion technology, particularly through hand gestures to interact with virtual objects.

  • How does David demonstrate virtual interactions in the demo?

    -David demonstrates virtual interactions by using his hands to pinch, make circles, and manipulate virtual objects. He also introduces a 'virtual wearable interface,' which brings virtual buttons and controls into the user's interaction space.

  • What is a 'virtual wearable interface' as mentioned in the demo?

    -A 'virtual wearable interface' is an interactive system that appears to float near the user's body, allowing them to interact with virtual buttons and controls through gestures without physically touching anything.

  • What makes Leap Motionโ€™s interaction paradigm unique?

    -Leap Motion's interaction paradigm is unique because it uses physical gestures to control virtual objects, making complex interfaces more intuitive without needing extensive programming.

  • What does David say about the potential complexity of interfaces?

    -David mentions that while the interactions shown may look complicated, they donโ€™t require extensive programming because of the physical interaction paradigm Leap Motion utilizes.

  • What does David mean by โ€˜programming all the physicsโ€™?

    -By 'programming all the physics,' David refers to how the virtual objects in the demo behave in realistic ways, like responding to gravity or collisions, even though they exist in a virtual space.

  • How long has Leap Motion been working on the technology being demonstrated?

    -Leap Motion has been working on the general technology for six to seven years, and the virtual reality version for around two years.

  • What future developments does David hint at regarding Leap Motion technology?

    -David hints that the technology will evolve from being an external sensor to becoming an embedded sensor inside virtual reality headsets.

  • How does David describe the hardware for Leap Motion technology?

    -David describes the hardware as very simple and inexpensive, costing around five dollars, and mentions that it can be produced by partners in Asia.

  • What is Leap Motion's business model according to David?

    -Leap Motion operates as a software company, licensing their software to hardware partners for a fee per unit sold, typically ranging from three to ten dollars.

Outlines

00:00

๐Ÿคฒ Demonstrating Non-Physical Interactions

The speaker demonstrates a non-physical interaction by extending both hands and using a pinching gesture. They refer to it as a 'virtual wearable interface,' explaining that despite the complex interface, they do not need any programming for these interactions because of the physical interaction paradigm they are using. The speaker emphasizes that such gestures are used to create virtual actions in an efficient and streamlined manner, showcasing how gestures can control complex virtual tasks.

โš™๏ธ Exploring Virtual Interfaces

The speaker introduces the concept of 'virtual wearable interfaces' that allow for complex interactions. By flipping their hand and performing gestures, they generate an interface without physically interacting with objects. These interfaces are designed to simplify complex tasks, like creating circles or moving virtual objects, using intuitive physical movements.

๐ŸŽฎ Testing Physics in Virtual Environments

The speaker describes how they test physics in virtual environments. They mention turning off gravity, allowing objects to behave in ways that would not occur naturally, and how the interactions with these objects remain fluid. This showcases the programming behind the virtual environment and the control the user can have over its physical properties.

๐Ÿ–ฅ๏ธ Behind the Virtual Reality Technology

The speaker explains the background of the technology, which has only been released for a few weeks but has been in development for years. They mention the general technology has been in progress for six or seven years, with virtual reality versions developed over the past two years. The discussion shifts to future plans for embedding sensors in VR headsets and the simplicity of the hardware involved, which costs about five dollars to produce.

๐Ÿ’ผ Software Licensing and Profit Model

The final section outlines the business model, where the speaker emphasizes the simplicity of the hardware and the plan to sell it globally through partnerships. Companies can license the software for a fee, generating significant profit for the company. The software licensing model allows companies to pay between three to ten dollars per unit, highlighting the scalability and profitability of the technology.

Mindmap

Keywords

๐Ÿ’กNon-physical reactions

Non-physical reactions refer to virtual actions or effects that occur without any real-world physical interaction. In the video, the speaker demonstrates this by making gestures that result in visible effects in a virtual environment, such as pinching with his right hand to manipulate virtual objects, showing how non-tangible gestures can influence virtual elements.

๐Ÿ’กPinching gesture

A pinching gesture is a hand movement where the thumb and another finger come together to mimic a pinching motion. In the video, the speaker uses this gesture to interact with virtual objects, demonstrating how this movement can trigger specific actions in a virtual reality setting.

๐Ÿ’กVirtual wearable interface

A virtual wearable interface refers to an interactive digital interface that appears to be worn or projected onto the userโ€™s body, allowing for easy control and manipulation of digital elements. The speaker discusses how he can flip his hand and bring up this type of interface, showing how complex interfaces can be managed in virtual reality.

๐Ÿ’กHierarchy of buttons

Hierarchy of buttons refers to the arrangement of buttons or options in a structured, layered manner within an interface. In the video, the speaker highlights the importance of hierarchy in more complicated virtual interfaces, where different layers of buttons need to be accessed for complex interactions.

๐Ÿ’กPhysical interaction paradigm

The physical interaction paradigm involves using natural physical movements or gestures to interact with digital or virtual objects. In the video, the speaker emphasizes how this paradigm allows for intuitive interaction with the virtual world without the need for complex programming.

๐Ÿ’กGravity

Gravity in the context of the video refers to the simulation of gravitational force in the virtual environment. The speaker turns off gravity during the demo, which results in objects floating rather than falling, showing the flexibility of physics in virtual reality.

๐Ÿ’กVirtual reality

Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. In the video, the speaker discusses the VR version of the technology, which they have been working on for two years, indicating the depth of development in creating immersive virtual experiences.

๐Ÿ’กEmbedded sensors

Embedded sensors are sensors integrated directly into hardware, such as a VR headset, rather than being external devices. The speaker mentions plans to integrate their technology into VR headsets using embedded sensors, making the interaction more seamless and reducing the need for external tracking devices.

๐Ÿ’กSoftware license fee

A software license fee is the cost companies pay to use software legally. In the video, the speaker explains that their business model is based on charging a per-unit software license fee for the use of their virtual interaction technology, ranging from three to ten dollars depending on the arrangement.

๐Ÿ’กPure software company

A pure software company is one that focuses solely on developing and selling software rather than hardware. In the video, the speaker mentions that they are a pure software company, indicating that they focus on creating software solutions for virtual reality and rely on hardware partners for the production of sensors and other physical components.

Highlights

Demonstration of non-physical reactions using Leap Motion technology.

Using hand gestures, like pinching with the right hand, to manipulate virtual objects.

Virtual objects can be moved and interacted with in real time, creating an immersive experience.

Demonstration of making a virtual power gesture to interact with objects in a non-physical manner.

Introduction of a virtual wearable interface, bringing an interface off the body.

The interface can be controlled using hand gestures to select and manipulate different elements.

Complex interactions are handled effortlessly without the need for extensive programming.

Leap Motion's technology creates virtual hierarchies like buttons that respond to natural hand movements.

The technology allows for dynamic interaction with virtual objects without the need for physical controllers.

Demonstration of turning off gravity in the virtual space, allowing objects to float and be manipulated freely.

All physics interactions are pre-programmed into the system to simulate real-world behavior.

Leap Motion has been developing this technology for virtual reality for over six years.

Plans to integrate this technology into headsets as embedded sensors for more seamless user experiences.

The hardware for this system is simple and inexpensive, costing around five dollars.

Leap Motion operates as a software company, licensing its technology to hardware manufacturers.