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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.

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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

Need AR / VR data?

Tell us the tasks and environments — we'll scope the capture.