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Use case · AR / VR
Egocentric data for AR & VR.
The wearer's-eye view that powers hand tracking, gaze estimation, scene understanding, and context-aware overlays.
The need
AR and VR systems live on the user's head, so they must be trained on exactly that vantage point. Hand tracking, gaze estimation, scene understanding, and context-aware assistance all depend on high-quality, first-person, head-mounted data across real lighting and environments.
What we provide
- Hand-tracking and gesture footage
- Gaze and eye-movement data
- Scene-understanding and spatial sequences
- Everyday interactions across lighting and environments
How it's collected
- Head-mounted capture from consented contributors
- Indoor and outdoor diversity
- Scripted and natural interaction tasks
How it's delivered
- Synced multimodal streams
- Keypoint, gaze, and scene annotations
- Privacy-screened, model-ready delivery
More use cases
Need AR / VR data?
Tell us the tasks and environments — we'll scope the capture.