Gesture controlled interaction will dominate in Augmented and Virtual Reality

Every revolutionizing technology leap that has changed humans’ daily lives – the PC, internet, the mobile phone – has been faster, bigger and more disruptive than the last. With augmented and virtual reality, we are facing the next revolution – a paradigm shift that completely changes how we experience the world and the way we […]

Every revolutionizing technology leap that has changed humans’ daily lives – the PC, internet, the mobile phone – has been faster, bigger and more disruptive than the last. With augmented and virtual reality, we are facing the next revolution – a paradigm shift that completely changes how we experience the world and the way we interact in such environments.

So far, design of user interfaces has focused on input through a keyboard, mouse or touch screen. In AR/VR environments this won’t work, since the screen is not accessible. In VR, the user is often limited to a hand control that’s out of sight. To interact without a physical device is preferable, which is why touchless gestures, voice control and eye tracking are far better interaction methods.

AR, VR and gesture control

The alternatives to touchless gestures all have drawbacks either in terms of cost, convenience or precision that will prevent them for becoming anything but peripheral interaction complements to gesture control. Dominating players in the market and market research firms predict gesture control to be one of the most effective ways to interact with AR/VR mobile devices.

Crunchfish’s touchless gesture control solution Touchless A3D® has been perfected for mobile users since 2011. It is ready to provide interaction to any AR/VR device or app, regardless if it is pre-installed by the hardware manufacturer or downloadable from a software application provider.

If you have used a VR-headset to watch a video in your social media feed, you have probably recognized the need for better interaction methods when navigating and controlling the content. Without a screen to touch, we see gesture control as the obvious way to interact with and experience VR content.