When the Leap Motion controller was revealed to the world, it brought with it the promise of a new and unique computer user experience. And, ever since we first got to see what the Leap Motion controller could do -- grant folks the ability to interact with a computer by waving their fingers and fists -- we've wanted one of our own to test out. Well, our wish was granted: we've gotten to spend several days with the controller and a suite of apps built to work with it. Does the device really usher in a new age of computing? Is it worth $80 of your hard-earned cash? Patience, dear reader, all will be revealed in our review.
The Leap hardware is actually quite unassuming, considering its capabilities. It's just over three inches long, an inch wide and less than a half-inch thick (79 x 30 x 11mm), with a glossy black panel on top, behind which resides the infrared sensors. On the bottom, you'll find a black rubber panel embossed with the Leap Motion logo. The edge, meanwhile, is ringed with a seamless aluminum band, save for a USB 3.0 Micro-B port on the left side (though the device runs at USB 2.0 speeds). There's also a slim LED power / status indicator on the front edge. Alas, as of this writing, the company wasn't able to reveal more specifics about the internals themselves, thanks to pending patent considerations. Along with the controller itself, users get a pair of USB 3.0 cables in the box -- a 5-foot and a 2-foot cord.
Keep in mind, the Leap is different from a Kinect sensor bar in more than just its size and appearance. Leap works using infrared optics and cameras instead of depth, and does not cover as large an area as Microsoft's motion controller. Leap does its motion sensing at a fidelity unmatched by any depth camera currently available: it can track all 10 of your fingers simultaneously to within a hundredth of a millimeter with a latency lower than the refresh rate on your monitor. Of course, that tracking ability isn't just about the hardware, and the capabilities of the Leap are only realized by the software built to work with it.
Software
As of this writing, there are 54 applications built to run on Windows 7 and 8 machines and 58 apps for Macs running OS X 10.7 or higher. Nine of those apps are Windows exclusives, and 14 applications are Mac-only, with one app, called Touchless, having separate, but functionally identical versions for each (more on that later). Naturally, with such a large library of software at launch, we were unable to test every app in the Airspace Store. However, we did spend time with quite a few apps for both Windows and OS X.
Mac user experience
Unfortunately, as we moved our hands around, our virtual fingers and thumbs disappeared and reappeared spontaneously; our wrists twitched some from side to side; and even slow, deliberate attempts to rotate our hands from palm up to palm down caused numerous detection failures. Not the most confidence-inspiring way to start off our Leap experience.
However, our faith was restored by several of the apps we tested. It's clear that, right now, the majority of folks building for the Leap are all about creative outlets, particularly gaming and music making. There's Boom Ball (think BrickBreaker in 3D), which works pretty much as you'd expect: you move around your extended finger, which corresponds to a digital paddle, and can control its pitch and yaw for finely tuned ricochet-angle control. Cut the Rope (a Mac-exclusive title for now) works as it does everywhere else, only you're swiping through thin air instead of on a screen. In Balloon Buzz, your bee avatar tracks to your fingertip and you pop balloons as they appear onscreen. All three of these games largely feature similar mechanics to touchscreen games, and the Leap performed admirably with all of them. The controller tracked our fingers precisely, and input dropped only sporadically, largely due to our own excitement causing our movements to become frenetic, or exiting the Leap's functional viewing area.
Not all our gaming experiences were positive, however. Digit Duel is a gunslinger-dueling title with pretty hand-drawn-style graphics, where you draw by forming your hand into the shape of a gun and flicking your finger up to shoot. We struggled mightily getting the game to recognize when we wanted to fire, and aiming was -- forgive the pun -- a crapshoot. Vitrun Air, a Marble Madness-style game where you move your hand forward to move and left or right to steer, suffered from similar control glitches -- the game would often fail to recognize our steering input, sending us falling off the course to our doom. Lastly, there's Block54, a digital Jenga-esque tower game requiring players to carefully remove blocks without causing the tower to topple. Control inputs were accurate for the most part, but we struggled to get the in-game camera placed at an optimal angle to allow for the removal of blocks, and positioning the virtual paddles used to remove blocks proved extremely difficult. Also, despite the fact that the game recommends using one hand to play, we found it impossible to get the angle correct when trying to grab blocks with one hand, and had far better luck using a two-handed approach (though our previous statements about the game's difficulty still stand).
In addition to games, there's a wide selection of music-making apps. AirHarp is exactly what you think it is, letting users strum away on a series of digital strings, while moving your fingers towards the screen increases the reverb. AirHarp also helped us acclimate to working with our hands in space -- it forced us to practice hovering and touching with more precision, so that we didn't always just scrape our finger along sequential harp strings. We did become more adept at this, but never to the point where we achieved the desired action 100 percent of the time. Chordion Conductor, meanwhile, is a genius little app for crafting songs using a variety of tempo, timbre, instrument and other settings. Plus, it has an Arpeggiator mode that automatically assembles notes in a melodic fashion as your fingers flit over digital keys. With the Arpeggiator turned on, we found it easy to create pleasing tunes. Truly, Airspace has some useful tools for the budding Mozart in your life.
Aside from games and music makers, several offerings in the Airspace Store are closer to demo "fluff" than actual programs. Flocking and Gravilux, for example, are straight eye candy. In Flocking, the tips of any extended fingers are represented as glowing orange orbs in an underwater environment, and those orbs cause hundreds of digital fish to swim around them in unison. Similarly, Gravilux is essentially a physics engine demo that displays thousands of tiny particles (users can choose their color and size) in a black environment -- those particles were attracted to the tips of our fingers and swirled around them as we waved our phalanges about. In both apps, the fluidity of the animations was impressive, and it's certainly cool seeing all those objects reacting to our hands, but we tired of both after a few minutes.
Windows user experience
Setup on our Windows machine was largely the same as it was for Mac, so we won't rehash the process here. Once we did get set up on our Windows 8 machine, however, we skipped past the fun titles in the app store and went straight for the serious stuff, starting with Touchless for Windows (there's an identical app built for Mac as well). Judging from its title image, which shows a finger navigating Windows 8's tile-based UI, we wondered whether this might offer an alternative to using the mouse. Heck, it could potentially even bring Windows 8 on the desktop PC more in line with the fluidity of the operating system on a touchscreen device. Alas, it wasn't to be.Things improved when we shifted to Corel Painter Freestyle, which allows you to select different colors or brushes simply by hovering over a button for a few seconds. In this app, you only "touch" when you want to engage the brush on the paper, which avoids the need for precise button selections and therefore makes things easier. So long as you go for a masterpiece in the modernist style, with big and abstract strokes, it's a genuinely impressive experience. That's due to the way the software detects your movements on so many different axes, not just the position of your finger on the page, but also its orientation, which -- for example -- controls the directional flow of paint from your spray gun. The strokes on the screen might look messy, but they perhaps look more organic than what an inexperienced person could achieve with a Wacom stylus.
It was also annoying that the sensor often saw a thumb as a finger, even when we never intended for it to be registered. The only reliable way to prevent this was to tuck the thumb behind our bunched-up fingers, so that it couldn't protrude -- something that has felt instinctively wrong and unnatural ever since our first fistfight in the schoolyard.
Generally, although our control over the device did improve with time, it never became precise enough to allow for navigation of the Windows (or Mac) environment, in either the desktop or the modern UI -- and that was a huge blow to the daily usability of the Leap Motion controller.
All is not lost, however. Software updates could conceivably grant more control over how the device responds to our gestures -- perhaps by allowing us to set the sensitivity of different axes independently and saving these settings as profiles -- in order to minimize the impact of naturally arced motions. Perhaps some kind of thumb rejection is in order as well, to prevent us from having to tuck it inside our fist.
The Leap Motion did receive one update while we toyed with it, so we know its makers are there in the background, working on improvements -- there's just no guarantee as to whether or when they'll really deliver a "fix" for these issues.
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