This has been a paper I have been working on for the past 10 weeks or so for my Technology and World Change assignment/report. Please enjoy and feel free to comment!! Thank you!
Leap Motion: The New Frontier
Executive
Summary
The Leap Motion has made a technological
breakthrough by providing a new touch-free interface paradigm. The Leap Motion
device is a portable USB port that uses motion censor and cameras to control
on-screen motions (Burgess, 2013).
The paper examines the historical
evolution of how mankind created the first computer to the kinds of technology
we have. We also explore the current uses of the Leap Motion device and how it
has benefitted those who have chosen to integrate this device into their lives.
This report aims to examine the future considerations on the usage of the Leap
Motion device and how it could potentially aid in the development of society in
different aspects such as education, healthcare and retail just to name a few. This
paper revolves around the Leap Motion controller and how it could potentially
revolutionize our lifestyles.
Background/Introduction
The first
ever programmable and fully automatic computer known as the Z3 Computer
(Schmidhuber, n.d.) was built by German engineer Konrad Zuse in 1941. Ever
since the first computer was built, we have come a long way to developing the
super machines we have today. In the technologically advanced world we live in
today, it is almost impossible for anyone to live without a computer. The
computer has drastically transformed the way we live, from the way we perform
daily tasks to finding information off the Internet to socializing with our
friends. Human-Computer Interaction, which basically refers to how users deal
or utilize computers, will only continue to evolve beyond our imaginations.
Early computers
built were operated by trained scientists who possessed the specific skills to manage
separate manual action to perform different arithmetic operation, which means
that the computers then were not for the general public to use (“History of
computing hardware”, n.d.). However, all that has changed. The development of
computer hardware and software technology has made it much simpler such that
anyone is capable of using them. With the use of computer mouse to help
maneuver the cursors on the screen, to the development of the touchpads on
laptops to creating an easy to understand interface give us an enhanced user-friendly
experience.
In
addition, the development of gesture-control technology, which includes gesture
recognition, has helped to improve the experience of using computers. Gesture
recognition uses a camera to interpret body movements mathematically and then
translates those gestures onto a computing device (Webopedia, “gesture
recognition”, n.d.). One example of a device that uses such technology would be
Microsoft’s Kinect sensor (Cardinal, 2013). It is a combination of utilizing a
video camera that detects the primary colors – red, green and blue for facial
recognition and other features, depth sensor to view the room in all lighting
conditions and a multi-array microphone that distinguishes voices from
background noises (Crawford, 2010). Kinect is mostly known for its
contributions to the gaming industry that allows games to be played without the
need for controllers. However, it has also developed programs for healthy
living by coming up with exercise routines, weight-loss regimes or simply by
playing sports. Some of the most popular programs include “The Biggest Loser: Ultimate Workout”, “Kinect
Adventures” and the best-seller, “Dance Central” (Lynch, 2013).
Then, in
2013, Michael Buckwald and David Holz, has managed to improve the process of gesture
motion technology to come up with the Leap Motion Controller (“How we came to
be: A brief history of the future.”, n.d.). The Leap Motion Controller is a
small device that measures 0.5 by 1.2 by 3 inches that allows you to control
movements on your computer by tracking the gestures of your 10 fingers. The
controller contains infrared cameras that track the movements of the 10 fingers
within 8 cubic feet of space in front of the computer (Richardson, 2013). The
Leap Motion controller can be used for day-to-day activities such as browsing
the Internet, or it could be used in schools to teach particular concepts, to
play video games and to explore and possibly allow us to do much more than
that.
Historical Perspective
(ie where we have come from)
From when
the first programmable computer was devised, mankind has advanced leaps and
bounds in creating the vast number of computer models and complementing
accessories we have currently. Not only that, the way in which we use these
devices are also different from what it was then. With the advent of gesture-recognition
technology, we will soon be able to realize our dreams of becoming like Tony
Stark in Iron Man or John Anderton in Minority Report where just the wave of
your hands allow you to control what you want to see in the space right in
front of you.
When
computers were first used, there was hardly any graphical user interface. In
fact, in order to interact with the computer, users submitted programs by
sending in a series of punch cards where the computer would translate these
patterns using a reader and the results would only be ready after several hours
or even days, this process is also known as “batch processing” (Reimer, 2005). Then
in the midst of World War II, Vannevar Bush who was working at the
Massachusetts Institute of Technology (MIT) envisioned the concept of Human
Computer Interaction (HCI) by introducing Memex in an article published in
1945. Right after WWII, the American government heavily invested in computing
innovation and their goal was to allow computers to be used by all people,
across all professions and ages. The National Aeronautic and Space
Administration, NASA, which was within the Advanced Research Projects Agency
(ARPA) then gathered the most brilliant scientists from across the country and
placed them in research institutions, and among them was Douglas Engelbart. Working
independently of ARPA, he had already been researching on HCI in early 1950s at
Stanford University. Engelbart was greatly influenced by the theories of Bush
and started viewing computers as an “augmenting” tool; this means seeing
computers as a tool that empowers the user. Engelbart then headed the
Augmentation Research Center in 1960s and the team achieved a milestone by
developing many devices and concepts of “direct manipulation” and this changed
the way we used our computers. Some examples include word processing software,
combination of computer, keyboard and video screen, the computer mouse just to
name a few.
Then
Xerox Photocopiers, gathered programmers and scientists in the Xerox Palo Alto
Research Centre (PARC), and adopted the ideologies of Englebart and created the
first personal computer prototype in around 1970s, the Xerox Alto. The
prototype encompassed the use of the computer mouse, a keyboard and a video
screen. In addition, they also came up with the first graphical user interface
known as the Xerox Star. This prototype sparked many other companies such as
Apple and Microsoft to do the same and come up with their own graphical user
interface (Zmoelnig, 2000) by coming up with Macintosh and Windows.
Even with
that kind of advancement, nothing compares to what is known as gesture
recognition technology. Gesture recognition technology is reading human motions
mathematically by using a computing device and later translating that movement
into signals that would be used as input commands. This enables human computer
interaction to become more natural because your body movements now act as
controllers (Rouse, 2011). As of now, when using computers, we are confined to
using the mouse or trackpad and keyboard to interact with the computer. We use
the computer mouse to direct where we want our cursors to be placed or where we
want certain portions clicked and we use the keyboard to type manually, letter
by letter on the keyboard. But with the advent of such technology, soon enough,
these components will be unnecessary and might even become a thing of the past.
However, this will only be possible with the development of gesture recognition
technology.
An early
form of such technology would be motion capture. Basically, motion capture refers
to recording movements, which are translated to models on the computer and that
is achieved by having actors don on a bodysuit with sensors attached to pivotal
points to detect movements (Sanders, n.d.). Motion capture is most commonly
known to be used in animation either in filming or creating video games so that
characters are more life-like, it is also used in scientific research,
engineering and more (Meta Motion, n.d.). Motion capture, is in many ways
similar to gesture recognition technology, drawing a parallel in the way that
it allows us to capture motions on the screen simply by performing different
actions, though at the end of the day, both still serve different primary
functions. Another point to note was that early forms of gesture recognition
technology also called for people to put on some form of sensors to allow
computers to detect motion. Gesture recognition technology is able to
familiarize with certain motions that would ultimately point to a certain
command and later translate that to however we want to control our computers.
As we can
see, the technology we talked about is only at the tip of the iceberg. The
development of all sorts of technology, in one way or another either directly
or indirectly, has contributed to what we have today and what we will have in
the future. The gesture recognition technology is fairly new and only more
explored in the 21st century with the production of certain devices
such as Mircosoft’s Kinect and the newly launched Leap Motion Controller. With
time, it is definitely possible to be able to alter the primary functions of
these devices and use them in other fields and expand the use of the gesture
recognition technology.
Current Situation (ie where we are today)
Even
though gesture recognition technology is a relatively new piece of technology,
we have already seen some devices that have adopted the use of this technology.
Gesture recognition technology is so highly received because of the kind of
interactive experience it provides for the users. This technology is dependent
on the kind of gestures we use everyday so it makes interacting with our
electronic devices so much more natural. To break it down, gestures are used as
a form of communication. For example, a simple wave using your hand could
signify a greeting, a police officer could also use hand gestures to direct
traffic, shaking our heads means no and nodding means yes. There are many
universally known gestures that we make use of on a daily basis to convey a
message and this is what gesture recognition plays on, to integrate the use of
gestures seamlessly into our computers which later translates into signals
(Webopedia, “gesture recognition”, n.d.).
One
device that was of all the rage back in 2010 when it was first released was
Microsoft’s Kinect. Kinect for Windows was able to encompass gesture
recognition technology and even voice recognition technology to give users a
more natural experience while using the device; furthermore it adds another dimension
of human understanding (“Kinect for Windows features”, n.d.). Kinect is most
certainly popular for the kind of gaming experience it offers its users. As of
now, most of the games released are for Kinect for XBOX 360. There are many
games available now in the market and one of the best sellers of the lot would
be “Dance Central”. “Dance Central” is a highly popular game where people would
follow the choreography shown by the characters to the latest songs and the
objective is to try to be as accurate as one can possibly be to earn more
points (Lynch, 2013). Other games also include fitness programs such as “Zumba
Fitness” or “Nike + Kinect Training” where it is all about working out and
training the body, all in the name of health (Samuel, 2013). There are also
educational games that can be used to aid teaching in schools. One example
would be the “National Geographic Challenge” where it teaches children general
knowledge through some games such as solving puzzles or “Body and Brain
Connection” used to teach mathematical concepts to children. These games are so
successful because they actively engage their users to think and learn at the
same time.
Of
course, another new invention that has made use of such technology and created much
buzz in 2013 would be the Leap Motion Controller. Leap Motion was created to
better engage the user in using and interacting with their computers.
Eliminating the need for the computer mouse and even the keyboard. It has two
cameras and three infrared LEDs and with these components, they are able to
detect hand and finger motions in the space right in front of it. In addition,
it is very accurate that is able to sense movements of up to one hundredth of a
millimeter (Burgess, 2013). As it is still relatively new in the market, there
are only a handful of uses for the Leap Motion. Though we will explore the
possible potential uses of the Leap Motion Controller and the gesture
recognition technology in the next segment. Leap Motion comes with an app store
called the “Airspace”, much like how the App store on an iPhone works. It
offers a series of programs that can be used with the Leap Motion Controller,
such as games, education, music and entertainment, creative tools and so on and
so forth.
Games
One
reason why the Leap Motion is so sought after is because it enhances a gamers’
gaming experience. Gamers are could feel like they are actually part of the
game, because they are no longer bounded by the use of a controller, they are
now capable of playing the games as if they were there at the scene. “Solar
Warfare” is a game where users control their own hovering starship while
shooting down their enemies by specific hand motions. Coupled with visual
effects and specially crafted sound effects, it creates an immersive environment
for the user (Acevedo, 2013). Another games people might find more familiar
would be “Fruit Ninja” where you would use your finger to slice the fruits,
just like how you would on an iPhone or iPad, but this time it is done by
moving your fingers across the air.
Education
Young
children, especially those in the kindergarten level, usually enter their first
learning environment as kinesthetic learners. What this means is that children
at this age learn best through their sense of touch, by being able to feel and
move around. The Leap Motion controller would be able to target these children
because they enable users to move around and perform certain movements in order
to “lock in” their answers. This type of learning keeps the children actively
involved and engaged during the lesson because they are able to have fun while
they are learning as compared to conventional methods where students are given
pen and paper (Farwell, n.d.).
One
way in which Leap Motion can aid students in their learning process is to
introduce various games that can allow students to learn and have fun
concurrently. Some games in the Airspace such as “Caterpillar Count” where it
teaches young children to count up to 100 by guiding a caterpillar to around
the screen to “collect” the subsequent numbers (“Count Your Way from
Caterpillar to Butterfly”, n.d.). Furthermore, as children start to explore the
world of science, it is important for them to understand the concept of
molecules and atoms, the anatomy of animals, to know more about astronomy. Some
of these concepts are difficult to understand unless we are able to visually
see these models in a 3-dimensional (3D) manner. To put it simply, we can use
the various learning tools available in the Airspace to learn about how
molecules react with one another, the types of forces or bonds that exist
within or between molecules. There is an app called “Molecules” where it
enables the user to rotate and move the molecules apart to have a clearer
picture of how they work (“3D Molecules in the Palm of Your Hand!”, n.d.). We
could even dissect frogs to understand their anatomy. As part of an app called
“Frog Dissection”, users examine the organs and learn their functions and
understand the lifecycle of frogs without having to sacrifice a real frog
(“Forget the Formaldehyde!” n.d.). In “Solar Walk”, students “travel through
space” to learn more about the planets, its history, structure and so much
(“Solar Walk – 3D Solar System”, n.d.).
These games
are enhanced because the Leap Motion controller allows users to actively
participate in their learning process. Moreover, with all the movements and
hand gestures, it could even help to retain more information as compared to
conventional teaching methods.
Music &
Entertainment and Others
Many of the
apps under this category also allow you to pick up a new skill by learning how
to play a musical instruments by offering tutorials as well as easy to follow
rhythms with varying level of difficulty. Some apps even allow you to be your
own conductor by allowing you to lead and direct an orchestra.
Other apps
include creative tools to allow users to design, edit and explore their
creative talents. They have apps that allow users to be able to paint and draw
such as PainterÒ Freestyle without the need to use your
mouse or any other expensive gadgets. Furthermore, users would have more
control and fluidity in designing their art pieces as they are able to draw
more naturally with their hands. In addition, they have picture editing
software that would allow you to beautify or enhance your photos, one such app
is the “Deco Sketch” that enables users to build layers of effects upon their
original to create different types of pictures (“Deco Sketch”, n.d.).
As can be seen
from above, these are just some of the applications of the use of the Leap
Motion controller; this is just the tip of the iceberg. There are definitely
more uses for the Leap Motion controller in the future. We will be looking at
the different prospective fields that might adopt to use the Leap Motion
controller as part of their operations. (“Eight Great Innovation Areas”, 2013)
Future Considerations (ie where we might
go)
As the
Leap Motion controller continues to improve and develop over time, alongside
the advances in other realms of technology, the potential uses of this
controller can only expand. The following segment will showcase the different
methods in which the Leap Motion controller can be implemented in various
existing fields and how it can be used to aid or refine certain processes. Even
though some of the functions of the Leap Motion controller are already in
place, they are not yet widely used, such as in the field of education. We will
also delve into how it might affect the medical field, online retail
experience, and security.
Education
From the
previous section, it is true that some of the apps that have been
aforementioned have already been used. However, the uses of these apps are limited,
at best, it only allows users who possess the Leap Motion controller to access
such programs. Furthermore, the many apps available in Airspace are only very
minimal and more of such programs can be designed and targeted for use in the
school environment. As discussed earlier, the Leap Motion controller is well
received by students because it promises a truly immersive and engaging session
of learning for them.
Also
explained earlier, many kids in the early stages of education are kinesthetic
learners, although this sort of learning styles might change from person to
person as they continue to grow. However, it is important to recognize that for
any child to learn, lessons ought to be fun and captivating. Children especially at kindergarten or at the
elementary level learn best through hands-on activities and when they are
totally drawn into the lesson. This means that they acquire information fastest
when they are fully entrenched in activities that are active; in other words,
it calls for them to be moving around (Farwell, n.d.).
Furthermore,
another target audience that could benefit from the use of the Leap Motion
controller would be special needs children, such as those who suffer from autism,
a developmental disability that hinders communication and social interaction
skills. One school that has adopted the use of the Leap Motion controller in
their classroom for their special needs children would be the Jackson School in
Australia. Mathieu Marunczyn, a teacher at Jackson School, reached out to Leap
Motion to request for the Leap Motion controller to be set up in school for his
special needs classes. His lessons are aimed to teach his students literacy,
impart critical thinking skills and to improve cognitive skills by using the
Leap Motion controller and by downloading some of their apps. According to the
Leap Motion blog, Marunczyn mentioned that it was especially popular with
children with autism. If the games involve a social aspect, it encourages the
children to interact and communicate with one another and this is particularly
important for these children. Sometimes, they also utilize Google maps to
explore different parts of the world and learn about these countries, while
engaging in conversation with their peers, supporting and cheering each other
on. This allows these children to feel empowered and make them feel like they
are apart of the society because the Leap Motion controller allows them to be
immersed into the games such that their disability no longer hinders them. This
is a crucial development in education for the special needs children because it
allows these children to be better integrated into the society and prevents
them from being shunned by others. Another app that stood out from the rest
would be “Sortee” which requires these children to sort out objects into
different categories by using a dragging motion. (“Students Take a #LeapInto
Learning”, 2013)
Of
course, one thing to note is that this is probably one of the few schools that
have chosen to integrate the Leap Motion controller into their curriculum. The potential for the controller to be part
of the teaching arsenal is massive. There are a myriad of apps that have been
specifically created to teach children on the many wonders of the world. Some
of the apps that are released in the Airspace also come with a 3D setting such
that it allows students to see the contents on the screens “come to life”. One
such example would be the “Solar Walk” app. When students don on a pair of 3D
glasses, they are able to feel like they are actually in space. They can move
closer or further away from different planets, travel through the galaxy and
learn more about the planets at the same time (“Solar Walk – 3D Solar System”,
n.d.).
The
future use of Leap Motion in the classroom could potentially alter the way
children are learning now. No longer would they be confined to learning of the
textbooks with pen and paper, they can learn from the real world. Furthermore,
they can learn more about the different things they do not normally come into
contact with. They are able to bring life back into the classroom that could
give each child an enhanced learning experience. With the advent of such technology, it is also
important to change with times. The use of such technology to aid in the
learning process of children is imperative in their development because the
tools for learning are at the base of their fingertips. This creates an
environment for independent learning which is a skill that is increasingly
required in almost every aspect of our lives.
Healthcare
Another
promising use of the Leap Motion controller is in the arena of healthcare. There
are many reasons why the Leap Motion controller could integrate so well into
the daily routines of medical practitioners. Whether it is to be used in
hospitals or clinics to aid in surgery or even rehabilitation, to developing
programs to keep us fit, to even being able to access patient data are all the
possibilities where Leap Motion can be employed (Norris, 2013).
One
highlighting feature is that it allows for medical staff to operate systems
without having any physical contact with computer screens, or any other unnecessary
objects that we would touch. For instance, sometimes during surgery, medical
staff may have to utilize different systems to access information or any device
that they might require to contact other important people they need. Moreover,
staff may not be within reach of the display but still require the information
on the screen to guide them through some procedures. But for health and safety
reasons, they cannot physically touch these items and this is where Leap Motion
may be a solution to this. The “touchless” surface prevents the spreading of
diseases as it reduces the risk of transmission from one person to another, it
could also be more economical as less could be spent on sterilizing such
surfaces, it might also be a faster system which would create a more efficient working
operation and gives staff more time to focus on other areas that may be more
important. After all, with the risk of such air-borne diseases being so quick
to mutate, no one can ever be too careful about implementing such “touchless”
surfaces. In addition, the simple hand gestures may be a faster and safer way
to manipulate data on the screen instead of using the conventional mouse or
trackpad. (Leap Motion Blog, “Eight Great Innovation Areas”, 2013)
Since the
Airspace is already coming up with apps that are meant for education,
entertainment and creative tools and others, they could also start developing
apps for people to keep fit in the future. They can design programs such as
workout regimes, or sports games for people to get active and exercise too,
with reference to similar apps that Microsoft’s Kinect offers. These apps could
also encompass a diary entry such that users can keep track of their progress. Furthermore,
one other possibility is that doctors can also make use of the Leap Motion to
keep track of the progress of their patients. After every workout session, the
Leap Motion sensor could record different data such as heart rate, duration of
workout, the different muscles used and whatnot, and these data will be sent to
the doctor for reference in the future. Though it seems a little farfetched, it
is only with time that we can achieve such use of the Leap Motion controller.
Also, this might also benefit a lot of people who have difficulty travelling
around, or those who stay far from hospitals, or where traffic conditions are
not suitable to travel in. With the Leap Motion controller, they might be able
to use the Leap Motion controller to communicate with their doctors and have a
consultation with them over the computer without having to be physically there.
Doctors can use different videos as examples using the controller to show their
patients exactly what needs to be done to cure a certain illness or to
alleviate pain.
One other
practical use of Leap Motion may be used in Medical School. It seems almost so
obvious that if Leap Motion controllers can be integrated in grade school, then
it can most certainly be operated in Medical School. And of course it can. Leap
Motion controllers coupled with 3D interactions can be used to teach surgical
procedures or concepts that may generally be more difficult to grasp. It can be
applied to demonstrate highly complex surgeries to simple procedures like how
to draw blood or any other techniques they would need to acquire. Of course,
the controller can also be used to teach patients various ways to curb their
ailments or illnesses. For example, patients that are undergoing physiotherapy
may find it easier to work from home, and the Leap Motion controller is able to
guide the person through his sessions and also keep track of his progress using
the cameras in the controllers so that doctors would be able to alter his
sessions to make it more suitable for each individual (Norris, 2013).
These are
just some of the uses of the Leap Motion controller that can be manipulated in
the field of healthcare and this could one day be revolutionary in changing the
way the healthcare systems work. We could possibly, in the future, have a
safer, more efficient and more comprehensive system that we all stand to gain
from.
Retail
Since the
realm of online shopping began, retailers and the many brands available have
been striving to create a more immersive and interactive shopping experience
with their customers. And it is not just with reference to clothes but it also
includes furniture shopping, choosing where to go on your next vacation, buying
new musical instruments, it could give an entirely new shopping experience.
However, in this aspect, the Leap Motion controller will not be able to stand
alone but it would also require the use od 3D technology to help customers
better visualize the products, it is basically similar to or is in some way,
augmented reality.
What this
means is that whenever a user decides to do some online shopping, for example
for clothes, they are able to visually see how the clothes will look like on
their bodies without even having to put them on physically. The pictures would
then appear on the screen and users can use this tool to decide whether or not
the clothes suit them. This too can be used if an individual decides to get new
furniture, they can look for the furniture that they are interested in online,
and once they find it, they can point the controller to the space where they
would potentially like to place it and see if it matches the rest of the décor
in the house. And as many people are gaining the opportunity to go overseas for
a vacation, it is important to choose the right destination. With the Leap
Motion controller, the interested parties are able to use the controller to
travel to different parts of the world, and decide which parts of the world
they would like to go. They could zoom in on parts of the country they are more
interested in then another, where they would like stay in and find out a lot
more information before embarking on their journey. (Leap Motion Blog, “Eight
Great Innovation Areas”, 2013)
Another
thing to note that is that this sort of technology need not be confined to just
online shopping experience. Certain shops could also make use of this advancement
and have it in their stores such that when there is high human traffic and lack
of fitting rooms, the controller could act as a alternative solution to
actually trying on the physical clothes itself. But with the help of the Leap Motion
controller, our shopping experience has only gotten a lot more exciting and
interesting with the help of the Leap Motion controller (Wyers, 2013). With
this, we may be more capable of making more informed decision about our
purchases instead of being irrational about it.
Security
Soon
enough, the Leap Motion controller might even be used as a security system
because of it’s high precision. It might be even be used as an authentication
process as it scans the hands of the right individual to unlock a safe, or to
access a computer or to other information that only highly regarded personnel
is able to access (Leap Motion Blog “Eight Great Innovation Areas”, 2013). This
could be done with just a wave of your hands and the controller would be able
to read and scrutinize every part of a particular handprint, the way the lines
run across your palm, if there are any unique features, this is because no two
palm prints are the same.
Even
though the controller has just been released in 2013, the potential for this
piece of device to grow and impact the world is just tremendous. Generally, the
uses of the Leap Motion controller are just endless, and there are definitely
much more that can be done with such a piece of technology. There are many
opportunities for this device to be implemented or integrated into other
systems such that it can work alongside with them and improve current systems
we have in place. It is really exciting to see how the future of such
technology is in the now and the opportunity to create a different kind of
world is right here in our hands. However, there are certain limitations to
device we would briefly look at in the following section.
Conclusion
The
future of the Leap Motion controller looks very promising because of all the
potential uses that it sets to offer from education, healthcare, retail,
security. But its potential far exceeds the confines of the abovementioned
factors since it is still relatively new to the market. There is still much
room for improvement, research and development. However, it is also important
to recognize that there are still some issues that need to be resolved with
regard to the Leap Motion controller. The Leap Motion controller is only able
to recognize certain gestures that have been specially programmed such that it
is not able to differentiate between gestures. This makes it very difficult to
manipulate different hand movements and ruins the flow at which program is ran
on. It might also be difficult to differentiate a hand twitch from a gesture
precisely because the controller is so precise and sensitive. Furthermore,
users are constantly force to figure out for themselves whether they are within
the range of detection, too near or too far and the controller renders
ineffective. Another challenge faced by the controller is its unrealistic use
for the mass of the consumers. The controller may work in a hospital because it
lets medical staff control systems that they may not be within reach of, but
when it comes down to using a controller such as this at home, it may not be so
user friendly. It may be more tiring lifting your hands in the air, signaling
certain hand gestures at the controller trying to control the screen. It may
sound like a trivial problem, but think about waving your hands in the air for
a few hours while you are working on the computer and you may resort to using
your mouse again.
Though
the Leap Motion controller still has much tweaks to make to their device, it
still possesses the power to change how we run systems around here, for the
better. It is likely that it could make programs more efficient, more cost
efficient and perhaps even make it a safer place to be in. That is what makes
the Leap Motion controller a device worth taking note of.
References
Wyers, A (2013). From Virtual Window Shopping to Strippable
Catalogs. Retrieved from
http://www.trendhunter.com/slideshow/augmented-reality-retail#2
This paper was reviewed by Yeo Pei Shan and Suherman Kartika Sari.