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Brian Schwab (Director of Interaction & Creative Play Lab, LEGO Group)
John Blau (Game Designer, Schell Games)
Location: Room 2006, West Hall
Date: Monday, March 21
Time: 9:30 am - 10:30 am
Pass Type: All Access Pass, Summits Pass, All Access Online Only Pass - Get your pass now!
Viewing Experience: In-Person/Virtual Livestream
Vault Recording: Video
As the extended reality (XR) industry advances, features and resources that seek to close the gap between real-life interactions and simulations are available for developers to use. One such feature is hand tracking, allowing players to interact with a virtual reality experience without needing controllers.
Unlike controllers that generally use the same schema and button systems, hand tracking is not yet standardized and brings with it a number of interaction opportunities, myths, and challenges for input recognition.
Developers must consider many nuances when utilizing hand tracking technology. Covered in session will be common tracking methods, examples of interaction models (including hybrid interaction models that use hands in combination with other inputs), and a number of notable assumptions that must be cast aside.
This talk will provide an overview of hand-tracking methods, challenge a number of common myths and assumptions about hand tracking, and provide examples of interaction models that range from the realistic to the abstract.
Game designers, engineers, and extended reality enthusiasts will benefit from this talk. Experience developing AR and VR experiences or experience with hand tracking is beneficial but not required.