Mastering Leap Motion

Design robust and responsive Leap Motion applications for real-world use
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Mastering Leap Motion

Brandon Sanders

Design robust and responsive Leap Motion applications for real-world use
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Book Details

ISBN 139781783551392
Paperback248 pages

Book Description

Leap Motion technology offers a truly innovative way of interacting with software. Traditionally, computing has always involved the use of a keyboard, a mouse, or a controller. Leap Motion gives developers a new solution to creating a radically new user experience, in a way that is both comprehensive and disruptive in the most exciting sense of the term. From typing to robotic hands and virtual harps, Leap Motion makes human and computer interaction so much more immersive.

Beginning with a quick step-by-step guide to get you set up and an overview of how the Leap Motion API works to consolidate your knowledge, the book then looks closely at writing a 2D painting application and explores how to create a 3D application. Featuring diagrams, screenshots, and code examples to guide you as you master Leap Motion, this book will keep you in touch with the future of technology.

Table of Contents

Chapter 1: Introduction to the World of Leap Motion
Setting up the Leap Motion device
Installing the Leap Motion Developers' SDK
Installing the Java JDK
Setting up your IDE
Structure of the Leap Motion Application Programming Interface (API)
Creating a simple framework program within the Eclipse IDE
Looking forward – the Skeletal Tracking API
Summary
Chapter 2: What the Leap Sees – Dealing with Fingers, Hands, Tools, and Gestures
Handling hands and fingers
Detecting gestures and tools
Gestures
Some (albeit minor) limitations to keep in mind
Summary
Chapter 3: What the User Sees – User Experience, Ergonomics, and Fatigue
When to use the Leap (and more importantly, when not to)
The Leap Motion user experience guidelines
Ergonomics and user fatigue
A case study – the Artemis Quadrotor Simulator
Summary
Chapter 4: Creating a 2D Painting Application
Laying out the framework for Leapaint
Creating the graphical frontend
Interpreting Leap data to render on the graphical frontend
Testing it out
Improving the application
Summary
Chapter 5: Creating a 3D Application – a Crash Course in Unity 3D
A brief introduction to Unity
Installing and setting up Unity 3D
Common jargon found in Unity
Creating a project
Setting the scene
Summary
Chapter 6: Creating a 3D Application – Integrating the Leap Motion Device with a 3D Toolkit
Setting up the scene to receive Leap Motion input
A quick summary – the fundamentals of Unity scripts
Laying out a framework of scripts
Rendering hands
Rendering buttons and detecting button presses
Summary
Chapter 7: Creating a 3D Application – Controlling a Flying Entity
Creating the flying entity
Retrieving user input with the HandController class
Interpreting user input with the Player class
Putting everything together and testing it
Summary
Chapter 8: Troubleshooting, Debugging, and Optimization
Making sure your Leap is connected
Keeping the Leap Motion SDK updated
Cutting back on Leap Motion API calls
Handling the NoSuchMethod and NoClassDefFound errors in Java
Custom calibration of the Leap Motion Controller
Summary
Chapter 9: Going beyond the Leap Motion Controller
What you've learned so far
The Leap Motion Controller standing next to other emerging technologies
Reliability and safety concerns with the Leap in industrial settings
Going beyond – ideas to control hardware and robots with the Leap Motion Controller
FIRST Robotics Competition Robots
Making a robot of your own!
Summary

What You Will Learn

  • Get to grips with the various functions and tools provided for developers by the Leap Motion API
  • Understand how Leap Motion detects and handles various gestures and movements made by users, including ergonomics and fatigue
  • Create a simple 2D painting application using only Java and the Leap Motion API
  • Design and create a 3D application using the Unity 3D toolkit
  • Troubleshoot, debug, and optimize Leap Motion applications to improve their responsiveness
  • Explore the future of Leap Motion technology and where it might be used tomorrow

Authors

Table of Contents

Chapter 1: Introduction to the World of Leap Motion
Setting up the Leap Motion device
Installing the Leap Motion Developers' SDK
Installing the Java JDK
Setting up your IDE
Structure of the Leap Motion Application Programming Interface (API)
Creating a simple framework program within the Eclipse IDE
Looking forward – the Skeletal Tracking API
Summary
Chapter 2: What the Leap Sees – Dealing with Fingers, Hands, Tools, and Gestures
Handling hands and fingers
Detecting gestures and tools
Gestures
Some (albeit minor) limitations to keep in mind
Summary
Chapter 3: What the User Sees – User Experience, Ergonomics, and Fatigue
When to use the Leap (and more importantly, when not to)
The Leap Motion user experience guidelines
Ergonomics and user fatigue
A case study – the Artemis Quadrotor Simulator
Summary
Chapter 4: Creating a 2D Painting Application
Laying out the framework for Leapaint
Creating the graphical frontend
Interpreting Leap data to render on the graphical frontend
Testing it out
Improving the application
Summary
Chapter 5: Creating a 3D Application – a Crash Course in Unity 3D
A brief introduction to Unity
Installing and setting up Unity 3D
Common jargon found in Unity
Creating a project
Setting the scene
Summary
Chapter 6: Creating a 3D Application – Integrating the Leap Motion Device with a 3D Toolkit
Setting up the scene to receive Leap Motion input
A quick summary – the fundamentals of Unity scripts
Laying out a framework of scripts
Rendering hands
Rendering buttons and detecting button presses
Summary
Chapter 7: Creating a 3D Application – Controlling a Flying Entity
Creating the flying entity
Retrieving user input with the HandController class
Interpreting user input with the Player class
Putting everything together and testing it
Summary
Chapter 8: Troubleshooting, Debugging, and Optimization
Making sure your Leap is connected
Keeping the Leap Motion SDK updated
Cutting back on Leap Motion API calls
Handling the NoSuchMethod and NoClassDefFound errors in Java
Custom calibration of the Leap Motion Controller
Summary
Chapter 9: Going beyond the Leap Motion Controller
What you've learned so far
The Leap Motion Controller standing next to other emerging technologies
Reliability and safety concerns with the Leap in industrial settings
Going beyond – ideas to control hardware and robots with the Leap Motion Controller
FIRST Robotics Competition Robots
Making a robot of your own!
Summary

Book Details

ISBN 139781783551392
Paperback248 pages
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