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.
Starting with the fundamentals, this book will arm you with the knowledge you need to write functional and intuitive 2D and 3D Leap Motion applications. 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. The book will then look forward to the future of Leap Motion and the future that could be made by it. 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.
This book Packt's Masterng series guide you to become an expert in making apps for Leap Motion using object-oriented programming through practical use cases. The author in 224 pages with a quick step-by-step guide to get you set up and an overview of the Leap Motion API. Then the book teach you effective techniques and innovative design processes that are ideal for creating and testing 2D and 3D applications. In particular you will create a 2D painting application using only Java and the Leap Motion API and a 3D application using the Unity3D toolkit. 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.
In nutshell if you want to begin writing applications for the Leap Motion Controller or are trying to figure out how a Leap Motion device integrates with pre-existing technologies, this is the book for you!
WHAT YOU NEED FOR THIS BOOK The author assumes that you have some programming background. You should have a "working knowledge" of any object-oriented programming. In particular Java and C# (for chapters: 5, 6, 7) languages. There are also few things you'll need: - A Leap Motion Controller - A Computer - A Internet Connection
CHAPTERS OVERVIEW 1: INTRODUCTION TO THE WORLD OF LEAP MOTION Shows you how to set up and test the Leap Motion device and a programming environment to use with it. Once everything is set up, the author review the API briefly.
2: WHAT THE LEAP SEES – DEALING WITH FINGERS, HANDS, TOOLS, AND GESTURES The software and hardware side of any Leap Motion application. This includes basic tracking data such as hands and fingers as well as more advanced features such as tools and gestures. The author will finish off with an overview of some of the limitations that you might run into when working with the API and the device.
3: WHAT THE USER SEES – USER EXPERIENCE, ERGONOMICS, AND FATIGUE Covers the user side of any Leap Motion application. This includes when and when not to make use of the Leap in an application, the importance of ergonomics, and the prevention of user fatigue.
4: CREATING A 2D PAINTING APPLICATION Walks you through the creation of a two-dimensional (or 2D) painting application for the Leap. You'll start out simple with the basic framework and graphical frontend and then move straight into rendering user input onto the screen.
5: CREATING A 3D APPLICATION – A CRASH COURSE IN UNITY 3D In order to prepare you for the next few chapters the author introduce you to Unity 3D. This chapter cover the basic installation and setup of the environment, which is followed by the creation of a blank template project for use in the next few chapters.
6: CREATING A 3D APPLICATION – INTEGRATING THE LEAP MOTION DEVICE WITH A 3D TOOLKIT Walks you through the basic steps of integrating the Leap Motion device with an external 3D toolkit. You'll learn how to render hands, fingers, and buttons. The chapter will finish off by covering the detection of user input via the Leap. In this chapter you need to utilize C# language instead of Java.
7: CREATING A 3D APPLICATION – CONTROLLING A FLYING ENTITY Guides you through the completion of our 3D application. You will create a 3D entity, retrieve user input from the Leap, and then use that data to control the entity.
8: TROUBLESHOOTING, DEBUGGING, AND OPTIMIZATION Is devoted to the inevitable things that will arise during application development: bugs and problems and optimization. This chapter will go over a few different things you can use to fix common problems with your device or application, in addition to a few general best practices.
9: GOING BEYOND THE LEAP MOTION CONTROLLER Covers a variety of subjects that go beyond the Leap Motion device itself. The author will talk about what you've learned so far, where the Leap Motion stands next to other emerging technologies, some concerns regarding the reliability and safety of the device in the industry, and even some ideas to control robots!
ABOUT THE AUTHOR: Brandon Sanders is an 18-year-old roboticist who spends much of his time designing, building, and programming new and innovative systems, including simulators, autonomous coffee makers, and robots for competition. At present, he attends Gilbert Finn Polytechnic (which is a homeschool) as he prepares for college. He is the founder and owner of Mechakana Systems, a website and company devoted to robotic systems and solutions. As a home-educated student, he's had the unique opportunity to focus his efforts on the fields that interest him. This has made him successful as the team captain for the FIRST Robotics teams: #4982 Café Bot and #1444 the Lightning Lancers. He has also served as a scientific research assistant to the Chairman of the Washington University Physics Department, where he wrote software to aid in the calculation of equations of state for dense matter in neutron stars. He has received numerous awards and accolades as a result of his involvement in various programs. Two of his most notable achievements are FIRST Robotics Competition Dean's List Award and FIRST Tech Challenge World Championship Inspire Award.
ABOUT THE REVIEWERS: Rudi Chen is a software developer from the University of Waterloo and has worked for companies such as Side Effects Software and Dropbox.
Lamtharn Hantrakul is an international student from Thailand who is double majoring in Applied Physics and Music at Yale University. His research interests include instrument acoustics, signal processing, and musical HCI.
Justin Kuzma is a freelance engineer and software developer based in Burlington, VT. He has experience in creating mechanical designs and digital art installations.
Maria Montenegro is a computer scientist and an electronic media artist. Currently, she is pursuing a Master's degree in Entertainment Technology from the Entertainment Technology Center (ETC) at Carnegie Mellon University.
Bottom Line Yes, I would recommend this to a friend