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Mastering Leap Motion by Brandon Sanders

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A case study – the Artemis Quadrotor Simulator

Throughout this book (and chapter), you've probably noticed that I've made a few comments here and there about one of my first Leap projects, a quadrotor simulator called Artemis. To complete this chapter, I thought I'd spend some time talking about how I developed the user experience for Artemis using an assortment of methods. Visual feedback took the form of many things in Artemis, including hands, height meters, fuel gauges and copies of the Leap's tracking data (for debugging), as shown here:

A case study – the Artemis Quadrotor Simulator

Play testing and why you should do it

First, play testing or hallway testing is the art of grabbing an unsuspecting ...

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