We showed how to utilize regular Android or iOS mobile devices to perform light and optical experiments in augmented reality. Our previous publication demonstrated the usage of augmented reality as a supplement for physics laboratory exercises. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios.Īugmented and virtual reality technologies can be used for various visualization purposes. In this paper we evaluate possible applications of the LEAP Motion controller for simulated experiments in augmented and virtual reality. It is conceivable to allow the user to interact with the simulation’s virtual elements by the user’s very hand position, movement and gesture. The LEAP Motion controller is a small inexpensive device that allows for the tracking of the user’s hands and fingers in three dimensions. The most significant difference is the possibility to allow interactions beyond touching a screen. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. Most experimental setups require special hardware. Even simple exercises can improve the understanding of the underlying subject. Finally, if you simply want to use two hands to interact with your computer, try a Leap Motion tool like GameWave to customize interactions for apps.Practical exercises are a crucial part of many curricula. ![]() When designing for two-handed interactions, be sure to consider ergonomics and HCI research findings, such as how specialized roles for each hand become more important as tasks become more challenging. ![]() With the v2 tracking beta, it’s now easy to determine whether a hand is left or right using hand.type. A virtual clay molding app can have camera/object control in one hand and detailed sculpting in another. How can we apply this insight to building Leap Motion apps? For one, interactions can be defined so that one hand controls gross movements while the other controls fine movements. This behavior can be seen everywhere – from washing dishes to using a smartphone. The dominant hand operates relative to the frame of reference set by the non-dominant hand. But what does that mean? As a righty, I write by using my left (non-dominant) hand to position the paper, and using my right (dominant) hand to grasp the pen and write with precise movements. The role of each handīoth Xerox Parc and Microsoft have concluded that the non-dominant hand sets the context for the dominant hand. Using two hands for these physical manipulations is effective for gross or fine adjustments, and with the right design can be easy for new users to learn. Virtual 3D modelling with motion control is a staple of recent sci-fi interfaces for a good reason – it feels natural to reposition, rotate, or resize objects with our hands. Ergonomics should always be considered so that users aren’t forced to elevate their hands in an uncomfortable pose for an extended amount of time. Keep in mind, though, that using two hands continuously can be quite tiring. Given that using a second hand can double the number of interactions, we can begin rethinking how toolbar UIs can be reinvented or even removed to take advantage of your hands’ numerous degrees of freedom. ![]() With motion control, two hands are better than one. This approach traditionally requires a very precise cursor to drag the corner of a resizable block. For example, the animation below shows a basic textblock use case where two hands with extended index fingers can be used to resize the text block. If your app is largely based on single-handed interactions, bringing in a second hand is a deliberate decision that should map to an intentional action. But when are two-handed interactions the right approach? Two hands for additional controls By remembering to think outside the mouse, we can open ourselves up to interacting with virtual objects using both hands. When I’m building Leap Motion prototypes, I often find myself slipping into designing for cursors and touchscreens – paradigms based on one-handed interactions.
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