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Why LEAP did not succeed & what oculus should learn from it

dudedudeizkool
Explorer
This is a matter i realised from the very first LEAP mOTION demo i saw, and it is the reason i feel it didnt succeed. In a nut shell ill losley quote Steve jobs.

Its not good enough to be great, it has to be rediculously awesome.

The main thing is expectations, and i know for example there a alot of people like a friend of mine who instantly dismiss a technology if it does not meet their excpecations. In short. Reality. It has to be rediculously awesome and the latency and sence of presence thing is important but equalily important is the input, hand input because in reality it is, apart from seeing, the way we interact with the world.

The leap failed because it was a glorified "air mouse". The motion was relative to the controller. Not the persons eye. You moved your hand to the right untill you reached the icon and stopped. Instead of moving your hand relative to your eye untill your finger tip, the icon and your eye line up. This is the natural way of interacting. Hold your hand out and move your head and where you are pointing changes. So this natural hand input was hardly natural at all.

This is where oculus should really really be attentive. If i can not reach out and grab something its not natural. and as dishearted at man kind as i am about it many many will fault oculus on this alone. Its not good enough to be great. its has to be rediculously awesome! What will oculus have that gear Vr or Vive wont?

Get a deal with leap, get it intergrated, get those hands on screen, you have head tracking now and then you know where the users hands are in corrilation to thier head (eyes) and let us reach out into this reality. Any movie with VR the first time anyone puts the thing on, where do they look? they look around and or they hold up thier hands and look at them in VR.

I wish Oculus all the best and a great start as a pioneer of the likes that the tech industry hasnt seen since the birth of windows. i truely look forward to buying a rift and... 😛 holding up my hands and looking at them.

many kind regards
Peter
12 REPLIES 12

dudedudeizkool
Explorer
"mrkaktus" wrote:
"dudedudeizkool" wrote:
the vive uses 2 cameras in the corners of the room, im guessing alot like the kinect.

That's not correct in fact. These are base stations that emit IR. Each controller and HMD is tracking it's own position in space using it's sensors located on it. The time difference between IR hitting the sensor and their fixed location against each other allows each device to position itself in 3D.


my bad.

Deadlyapples
Honored Guest
its more like how gps works... sort of 😄

SombreFeo13
Explorer

Thank you for posting this. I am in limbo purgatory with deciding on the game I'm making. Multiple games though that could take years. Anyways, like you pointed out 😉 TACTILE learning (hand learning) is key to early childhood development. What a child grows up as far as technology like controllers, keyboards, tablets, changes how their neural networks are developed within the brain. Also builds muscle and forms muscle-memory.  So should childrens' games have time limits and parental controls for that? And shouldn't they offer cross- platform- controller function to promote more body diversity?  Reading a couple other posts to see if I can find the answer before I google or ask myself.