 Hey, this is Ross Merrill with The Verge and we're here at South by Southwest. We are checking out the Leap Motion Controller. We're looking at the final retail consumer product, this little thing right here. It's going to come May 13th, $80. So tell me, last time we saw this, we're actually a much bigger prototype. This is the final deal. Yeah, no, it's all, it's in production. It's looking good. It's final thing, final cables, final pretty much everything. Software is wrapping together now and developers are starting to push their apps out. We're actually going to check out some of those demos. What are we going to check out first? We're going to do a clay molding one and then we're going to do a fish flocking one and then we're going to do a drop cord. Fish flocking. Might want to change the name for that. I'm kidding. Yeah, yeah, that's cool. That's what they named it so. We're doing clay molding. We're doing fish flocking. Be very careful how I say that. And then we're going to check out Double Fine's Drop Cord, their music game for this. Awesome, let's check it out. We're doing some little clay molding right here, kind of pushing some clay in here, kind of doing a little bit of a happy face there, changing the brush size, pulling a little nose out, maybe moving up, pulling some hair over here, over here, over here. So you're just using fingers, you're just kind of pointing to get everything kind of molded. Yeah, kind of moving my hand around and then kind of move the camera. That's about as much as I could do with actual clay in about five seconds, but it's cool that now that first five seconds is totally distinguishable whether you're in the virtual world or the real world. It looks like it's very Rustic Bart Simpson right there. Rustic Bart Simpson, yeah. Can you pinch too to pull out clay or is it just like... No, I can pull from different directions, so this is sort of like kind of pulling it out, kind of like gravitational pull. You just killed him. Yeah. Yeah, yeah. Can I try? Sure. Let me reset it for you. I can even spin it around so you can kind of get a bit of a pottery wheel going here. And push it in, and here you go, and kind of... All right, this is going to be very embarrassing. You can just go ahead and push it in with one finger. There you go, you can kind of hold it in. Okay, then I can just kind of go right here and kind of make a base. Just push it a little bit. There you go, there you go. There you go. Okay, and then just a little squiggly lines and just say... I don't know what I'm doing here. Two at a time. Two at a time. There you go. This is exactly what it looks like when I did pottery class. This is... All right, let's pull out. I'm afraid to see what this is. Pull out, don't pull out. There we go. Well, it's beautiful. It's beautiful. That is exactly what it looked like in art school. Here we sort of have this 3D AI driven flock of fish. And you know, you kind of move around with your hands as if they're sort of being dynamically attracted to them. You kind of lead them around through the camera, maybe come back out. And then if you move too fast, they scare them away. And you know, there's some interesting sort of enabling exploration and interaction with the world at scales or places or depths that people don't have access to normally. And there's some interesting sort of educational and gameplay mechanics to stuff like that. So how do you play this? There are like these little circle things that you have to hit. But then there's other ones that you're not supposed to hit. And it kind of picks up and accelerates through the game. It kind of gets more and more intense and more and more difficult. And there's little bad guys that just want to hit or you'll see loose points. And it sort of gets more aerobatic. You start like flinging this thing around. And this is the first level. It's like about as tame as it gets. But imagine the music and all the gameplay picking up and getting like really intense as you go through and then kind of spinning things around. And sort of doing stuff like that. And it's pretty dynamic and fun. It's sort of arcade style sort of dance music game. So you don't want to hear the bass drop right there? You don't want to hear that? Yeah, I'm hitting those little bad guys there. It sounds so cool. I'm spinning it around. And everything kind of changes and is dynamic and is different every time you play it. You go through. Yeah, there's, yeah. I'm losing here. Oh, oh, oh, oh, oh, oh, oh. Oh, oh, oh, oh, oh, oh, oh. Oh, oh, oh, oh, oh, oh, oh. Oh, oh, oh, oh, oh, oh, oh. Oh, okay. I lost. Oh, okay. I lost, but that's pretty cool.
 Hey, this is Ross Merrill with The Verge and we're here at South by Southwest.
 We are checking out the Leap Motion Controller.
 We're looking at the final retail consumer product, this little thing right here.
 It's going to come May 13th, $80.
 So tell me, last time we saw this, we're actually a much bigger prototype.
 This is the final deal.
 Yeah, no, it's all, it's in production.
 It's looking good.
 It's final thing, final cables, final pretty much everything.
 Software is wrapping together now and developers are starting to push their apps out.
 We're actually going to check out some of those demos.
 What are we going to check out first?
 We're going to do a clay molding one and then we're going to do a fish flocking one and
 then we're going to do a drop cord.
 Fish flocking.
 Might want to change the name for that.
 I'm kidding.
 Yeah, yeah, that's cool.
 That's what they named it so.
 We're doing clay molding.
 We're doing fish flocking.
 Be very careful how I say that.
 And then we're going to check out Double Fine's Drop Cord, their music game for this.
 Awesome, let's check it out.
 We're doing some little clay molding right here, kind of pushing some clay in here, kind
 of doing a little bit of a happy face there, changing the brush size, pulling a little
 nose out, maybe moving up, pulling some hair over here, over here, over here.
 So you're just using fingers, you're just kind of pointing to get everything kind of
 molded.
 Yeah, kind of moving my hand around and then kind of move the camera.
 That's about as much as I could do with actual clay in about five seconds, but it's cool
 that now that first five seconds is totally distinguishable whether you're in the virtual
 world or the real world.
 It looks like it's very Rustic Bart Simpson right there.
 Rustic Bart Simpson, yeah.
 Can you pinch too to pull out clay or is it just like...
 No, I can pull from different directions, so this is sort of like kind of pulling it
 out, kind of like gravitational pull.
 You just killed him.
 Yeah.
 Yeah, yeah.
 Can I try?
 Sure.
 Let me reset it for you.
 I can even spin it around so you can kind of get a bit of a pottery wheel going here.
 And push it in, and here you go, and kind of...
 All right, this is going to be very embarrassing.
 You can just go ahead and push it in with one finger.
 There you go, you can kind of hold it in.
 Okay, then I can just kind of go right here and kind of make a base.
 Just push it a little bit.
 There you go, there you go.
 There you go.
 Okay, and then just a little squiggly lines and just say...
 I don't know what I'm doing here.
 Two at a time.
 Two at a time.
 There you go.
 This is exactly what it looks like when I did pottery class.
 This is...
 All right, let's pull out.
 I'm afraid to see what this is.
 Pull out, don't pull out.
 There we go.
 Well, it's beautiful.
 It's beautiful.
 That is exactly what it looked like in art school.
 Here we sort of have this 3D AI driven flock of fish.
 And you know, you kind of move around with your hands as if they're sort of being dynamically
 attracted to them.
 You kind of lead them around through the camera, maybe come back out.
 And then if you move too fast, they scare them away.
 And you know, there's some interesting sort of enabling exploration and interaction with
 the world at scales or places or depths that people don't have access to normally.
 And there's some interesting sort of educational and gameplay mechanics to stuff like that.
 So how do you play this?
 There are like these little circle things that you have to hit.
 But then there's other ones that you're not supposed to hit.
 And it kind of picks up and accelerates through the game.
 It kind of gets more and more intense and more and more difficult.
 And there's little bad guys that just want to hit or you'll see loose points.
 And it sort of gets more aerobatic.
 You start like flinging this thing around.
 And this is the first level.
 It's like about as tame as it gets.
 But imagine the music and all the gameplay picking up and getting like really intense
 as you go through and then kind of spinning things around.
 And sort of doing stuff like that.
 And it's pretty dynamic and fun.
 It's sort of arcade style sort of dance music game.
 So you don't want to hear the bass drop right there?
 You don't want to hear that?
 Yeah, I'm hitting those little bad guys there.
 It sounds so cool.
 I'm spinning it around.
 And everything kind of changes and is dynamic and is different every time you play it.
 You go through.
 Yeah, there's, yeah.
 I'm losing here.
 Oh, oh, oh, oh, oh, oh, oh.
 Oh, oh, oh, oh, oh, oh, oh.
 Oh, oh, oh, oh, oh, oh, oh.
 Oh, oh, oh, oh, oh, oh, oh.
 Oh, okay.
 I lost.
 Oh, okay.
 I lost, but that's pretty cool.