NeuroNav Glasses™Presence Matrix Studio
Interactive simulation
DESIGN · INSPECT · EXPLORE

A workspace you can wear.

NeuroNav design, spatial models and deliberate hand interaction.

NeuroNav spatial frame

Reference-derived model · proposed wearable layout
Starting…
Synthetic tracking readyHands released
Drag to rotate. Tap a component to inspect it.

Choose any component to see its purpose.

Design reference and provenanceRecovered NeuroNav black and gold glasses reference, shown from three angles

Frame geometry reuses the Phoenix V9 wearable factory, following the NeuroNav reference. The existing Spatial Matrix specification supplies the external-compute and Vision Mode architecture. The bundled Presence Studio engine supports the simulation. The v9.3 image workflow supplies new material and skin textures plus an original adult sculpting reference. The interactive rooms use authored procedural adults and furniture alongside the detailed domain models. Wearer view adds a synthetic room with no opaque workspace backdrop; it does not use a camera or reproduce real optical performance.

Fit parameters, gram values and sensor viewing zones are new concept assumptions. Model exports include static mesh geometry and base-colour textures. Generated finishes and authored anatomy are visual design references, not measured CAD or clinical data.

What this simulation establishes

Selectable 3D components; fit-fixture geometry; mass and balance arithmetic; deliberate synthetic pinch interaction; model movement, rotation and scaling; fault recovery; on-device session storage.

It does not establish human comfort, optical performance, real sensor accuracy, thermal safety, manufacturing feasibility or suitability for clinical use.

Next physical gates: weigh and balance a complete prototype; measure pad pressure and clamp force; test prescription/eyebox alignment, temperature and tracking; conduct wearer trials.

Design sources: Wearability · Hand interaction · Tracking loss

Export and accessibility

Drag to orbit or use the labelled controls. Two-finger pinch changes scale. Arrow keys orbit the camera; + and − change scale; Escape enters Vision Mode. Component selection and numeric placement work without gestures.

Session saves stay on this device. The models and material images load from this hosted demonstration. An internet connection is required to open it. WebGL adds reflections and soft shadows; CPU fallback uses flat lighting.