I would love to have gloves with some sort of actuators that can build up resistance. That way one could haptically grab objects or press objects, triggers etc.
I agree, I cant wait for the day that we can wear an entire suit that has feedback for touch, the only way I can think of making this work is some sort of fabric that responds to a small amount of electricity being produced by nodes implanted in areas all over the suit that make the fabric constrict... The fabric Batman uses to create his cape in the Nolan movies comes to mind, if it actually existed :P
I was thinking the exact same thing, I really want to try the cliff climbing, but to also have the feeling like I'm actually gripping onto rocks and not a controller.
i've thought about this too. THe problem is, it wont work if it's just your hands. If you are grasping an object and move your arm, or torso, or the position of your body, it will mess up you rhand placement. So it has to be whole body haptic feedback or your arm have to be in like.. an exoskeleton type set up. They actually built one of those afew years ago for some company. Name escapes me at the moment. But I think someone will build an exoskeleton pretty soon for demonstration purposes or an arcard or something. AxonVR is supposedly working on it right now
Okay so I have an idea. Until full immersive VR is here where all the gameplay takes place in our heads, we will have to have physical controllers our body interacts with. So my propositions would be this: A Full body haptic suit with hundreds of sensors and actuators all around the body that can produce force against you. Your headset is a lightweight, full vision visor with surround sound acoustics and even a couple more actuators and sensors for your face. You are standing on a circular "treadmill" pad about 8 feet in diameter, held together by cables that don't let you hit the edge of the pad, so no matter how fast you run, you can't actually go anywhere more than half a foot. There would be a mechanism holding a cable above you as well that can withstand say 300-400 pounds of force, this way you can jump and even "fly" in the game. Virtual guns would be coded to certain actuators in your suit, so that your hands would be locked in place when holding the gun so you can actually "feel" the gun (That way, in the game your virtual hand doesn't just fall through the gun). The suit would be able to measure force output, so you can actually get into a VR dojo with your friends and fight them as long as you want. If they throw a haymaker at you that would knock you down in real life, their suit reads that force, sends it to your console, and your cables and mechanisms knock you down onto the ground quickly and in the same direction. Bullets hitting you would just be strong vibrations on certain parts of the suit wherever the VR bullet hit you. The list goes on. This would be a while to implement into the home, but it is possible.
Actually there is one, it's called glove1. I've been following manus VR for just over a year I believe and have many ideas for touch/object feedback. Some which will revolutionise interactive VR.
This takes care of fingers/whole arm. GREAT! Now we only need "something" to simulate walking/running and we have a holodeck. Looks like future is almost here.
Look up something called the Virtuix Omni. It allows for tracking of footsteps as steps in virtual space. Someone walked from one side of the Boston Wasteland to the other in Fallout 4 using it.
So, you are saying the future is already here? That's cool with me :-) Now, we need open world games. I really think that future will be here in a couple of years.
I was going to buy a pair of these gloves when I seen it listed for $250 in your video 1:09 but when you go to their website actually cost more than $2500... wtf?
They could also include a controllable piston on the inside of each finger to stop (so you can't grasp down anymore) at a certain angle when you grab an object in the virtual world to simulate actually touching the object. Because once we touch a solid object our fingers meet resistance from that object, it can be simulated by a controlled piston resisting the finger. The gloves will identify the value of each object and will calculate how much resistance each piston needs to give inorder to mimic the physics of that object. This also allows more advanced effects, such as the feeling of breaking objects, from a solid feeling to a loose feeling (mimicking the object breaking).. I hope I am making at least some sense
you can add a sense of touch by pushing oil in tubes under the fingers, so that the tubes dont let the hand bend more if you have something in your hand. And for touching you can fill the sectors in the gloves under your hand so you feel when you touch something.
The problem here is the meta joints in the hand, the hand changes shape across the palm, allowing you making a concave shape for cupping. Also not being able to track the individual phalanges will be distracting in game, you can see the very uniform rotation right away
It's got to start somewhere at the end of the day. Essentially you need tracking that is much more spacially aware, like kinect infrared sensors for the hands. Hands and eyes are where we spend 70% of our time looking at people, so it will be the difference between reality and 90s game motion
I don't think people will be looking at their own hands while playing a game that much. This is honestly pretty good for grabbing items or holding a virtual gun. You're not gonna play piano or do clay pottery with it anyways, as we don't even have sense of touch yet
The problem with optical tracking (Vive and Rift) is occlusion of the fingers. Lighthouse and constellation wouldn't work very well for fingers. As for forearm tracking, they could build something smaller than a vive wand for sure.
+kendokaaa but if you look at prime sense infrared cameras performing facial tracking, they work with geometry, like the kinect used to. The prime sense cameras have a higher resolution now so I bet you could obtain the geometry of the hand and in turn the finger rotations
The title is just an accurate description of what is in the video: A hands-on of some virtual reality gloves. Want a clickbait title? "These things will change VR forever!" I agree about the company not being in the title though.
This is amazing, i love it. I hope many games will support this. The original controllers should've been gloves already. Gloves make so much more sense for VR
4 now, keep waiting brother. It'll come out in our lifetime. And when It does it'd be really cool to meet all of you in-game. However, it's gonna be tough for all the kirito-wannabes (like me) so I'll be sure to get the game asap :P see ya in sao
I've been playing with Vive in Unity and trying different options for hand visualization and I can tell you that even different finger size is something your brain perceives immediately as incorrect. So far I think it's better to have a more abstract shape than to have an imperfect representation of a hand.
Yes! Full body tracking! It will bring trolling in multiplayer games to the next level! Meanwhile the gloves are good enough, you can already taunt your opponents by showing them one specific finger.
It would be cool if they added something on the underside of the fingers that could simulate the presence/resistance of grabbing an object. It could be something that locks up when closing the fingers past the point of what the object would be. That way you would feel like you were truly grabbing something.
It would be awesome if there's a touch response. Like the Steam Controller does with vibrations, or even make the gloves stiff when grabbing or something.
Watching norm testing out vr is so funny. it makes me soo happy i could watch him play for hours. Please TESTED guys'n'gurls make a Norm does VR testing Compilation with awesome sci-fi back music pplzplzplz.
How well implemented is the force feedback because this is really important when it comes to immersion. I didn't come to this realization until i tried the vive controllers and was generally disappointed with the force feedback.
It would be cool if future gloves could include haptic feedback and some kind of resistance to simulate actually picking up and manipulating objects. The implications of this tech go well and far beyond video games.
What if they added magnets into the glow which would be negative to eachother. They would be adjusted to what you hold ingame which would make the magnet resistance feel like you are actually holding the object?
oke i might be a newb but why is rfid not being used to sense proximity between hands etc and send data on where they're in relation to one another and other objects. these parts ar cheap, flexible and can be powered by an external power supply say on the wrist or in the room ea a mat you're standing on.
Use MicroPhone Sensors to function touch density divising speed and strikes within the air such as snapping fingers and claps or any hand motion within the stretch sensor. -Rob
with these VR gloves, and the OSVR gloves, it really makes me hope that when Nintendo unveils the NX, they have a next generation Power Glove! :D :D :D
Anon Mason why no? Because it makes too much sense? The future was written decades ago when they named it the Power Glove, when they eventually make a VR gaming system, it will have glove controllers, and the only name for them will be Power Gloves
Do they think this is the first product of this kind? If so, they're wrong. The first ever VR gloves were made for the Oculus Rift Dev Kit 1 called Control VR. What I think is funny is the fact that it was co invented by Stress Level Zero, AKA the guys who made Hover Junkers. Just putting my constructive(?) criticism out there.
+pexeq Eventually.. Tho it's likely that Valve gave HTC temporary exclusivity, since they were the first to take the dive on VR hardware other than Oculus. Could also be why Oculus can't provide it's own Vive support on Home, yet..
the legendary unicorn independent lighthouse tracker unit. we have been waiting for that for sometime. Valve talked about those already a year ago. Hopefully HTC can get said thing out of valve time. two would be optimum: a bracelet for things like legs and hand, second would be a simple general puck design for all of the other use cases. What VR really need is a tracking standard. otherwise people will have to spend twice over the headsets costs for the overlapping tracking system for all of the peripherals they buy. not to mention you quickly run out of USB ports and space to place the systems, when you have 3 different sets of laser blasters and maybe even RF blasters for beacon based systems and 5 different cameras forn couple optical tracker systems. however for that to happen a)someone must bite the bullet, hope would be Valve, since Lighthouse seems the best tracking around, and open-source and freely license the tech b) everyone else have to eat their pride and abandon their proprietary systems. so I'll guessing 10 years from now we get a tracking standard
I'm concerned you have picked a very bad department bud... leap motion is 70$ works with both oculus and vive look up some gameplay, it works beautifully and updates to it are almost icing on the cake. I hope this project continues to provide something more than what leap motion has, competitive market is always really cool!
This is perfect for my Awesome VR concept I can't tell anyone or they'll take my idea! As is, this HAS to get into the hands(no pun intended) of the consumer!
Anti Kaan Agency It's early stuff, but the concept here is surely a winner that will eventually make it into the hands of every VR consumer. For my project, handling the objects in the way I want the player to do so just doesn't feel right with a controller/pointer.
Have been following these guys for a while. I was really disappointed when the first consumer wave of VR came with controllers. The Vive controllers are really cool, but the XBone controller you get with the Rift is just a joke. But no matter how cool the controller is, VR wont really be VR to me if I can't use my hands like I do in RR. I really hope these guys gain the attention from all VR devs, I don't know of a game that wont improve from having accurate hand tracking. Now they need a way to add force feedback, no full haptic feedback just the feeling of resistance when holding/pushing/pulling something.
ssso... it basically is the same method for tracking finger-bending that was implemented in the early prototypes for the Power Glove? :D With both that and Virtual Boy... as Ridley Scott said about the poor box office reception of the original cut of Bladerunner: "Being ahead of your time often is just as bad as being behind"...
I think in the future someone will make a comfortable full vr body suit, because many people sweat when playing "active" games like gorn. And have their body react with the game.
i wanted a sensitive gloves ya know get a sense of what you are touching in Vr even a little bit if you are touching a rock you feel the rock via the Vr Gloves get it guys?
Yeah, VR gloves are cool. But in the name of good gaming we will need buttons and sticks. I don't like the Vive solution for movement using teleporting, is very abrupt and disorienting. The Oculus controllers seems more useful to me. Yeah, you can track the hands, but since VR doesn't track your feets, I think is more comfortable use the sticks to do the real movement of the character through big scenary, not just in a room like in VIVE demos.
let the nerds design this thing to work, then let the artists make it look good. Please give me a retro powerglove that actually WORKS like i imagined it to in the 1980s
Adjustable sliding joint sensors. The joints slide along an axis and can be locked in position based on the individuals finger section lengths. Nobody important will notice this comment, too bad.
I know, but I'm assuming that when these are perfected, they will be the standard. There will be no original vive controllers. So I'm really referring to next generation VR stuff.
Going by all the components and how easy this is to build, these should cost around £30-40. But, they'll probably just make it the price of a gaming laptop anyway.
Guys:) Fingers in your 3D model bend not in the right place. Check anatomy or look at your hands carefully! This is a common mistake beginner animators
I would love to have gloves with some sort of actuators that can build up resistance. That way one could haptically grab objects or press objects, triggers etc.
I agree, I cant wait for the day that we can wear an entire suit that has feedback for touch, the only way I can think of making this work is some sort of fabric that responds to a small amount of electricity being produced by nodes implanted in areas all over the suit that make the fabric constrict... The fabric Batman uses to create his cape in the Nolan movies comes to mind, if it actually existed :P
I was thinking the exact same thing, I really want to try the cliff climbing, but to also have the feeling like I'm actually gripping onto rocks and not a controller.
i've thought about this too. THe problem is, it wont work if it's just your hands. If you are grasping an object and move your arm, or torso, or the position of your body, it will mess up you rhand placement. So it has to be whole body haptic feedback or your arm have to be in like.. an exoskeleton type set up. They actually built one of those afew years ago for some company. Name escapes me at the moment. But I think someone will build an exoskeleton pretty soon for demonstration purposes or an arcard or something. AxonVR is supposedly working on it right now
Okay so I have an idea. Until full immersive VR is here where all the gameplay takes place in our heads, we will have to have physical controllers our body interacts with.
So my propositions would be this:
A Full body haptic suit with hundreds of sensors and actuators all around the body that can produce force against you. Your headset is a lightweight, full vision visor with surround sound acoustics and even a couple more actuators and sensors for your face.
You are standing on a circular "treadmill" pad about 8 feet in diameter, held together by cables that don't let you hit the edge of the pad, so no matter how fast you run, you can't actually go anywhere more than half a foot. There would be a mechanism holding a cable above you as well that can withstand say 300-400 pounds of force, this way you can jump and even "fly" in the game.
Virtual guns would be coded to certain actuators in your suit, so that your hands would be locked in place when holding the gun so you can actually "feel" the gun (That way, in the game your virtual hand doesn't just fall through the gun).
The suit would be able to measure force output, so you can actually get into a VR dojo with your friends and fight them as long as you want. If they throw a haymaker at you that would knock you down in real life, their suit reads that force, sends it to your console, and your cables and mechanisms knock you down onto the ground quickly and in the same direction.
Bullets hitting you would just be strong vibrations on certain parts of the suit wherever the VR bullet hit you.
The list goes on. This would be a while to implement into the home, but it is possible.
its easy to say... a full haptic suit with force feedback. But how do you actually build that? That's like something in a darpa lab right now.
Haptic feedback VR gloves next then we're one step closer to ready player one
Actually there is one, it's called glove1. I've been following manus VR for just over a year I believe and have many ideas for touch/object feedback. Some which will revolutionise interactive VR.
Gloveone*
all we need is them to make shoes that are wired to ur gloves to track feet
I think we're already living in a world of misplaced nostalgia without having to deal with VR and haptic feedback.
Ready Player One might as well be Misplaced Nostalgia the Book
This takes care of fingers/whole arm. GREAT! Now we only need "something" to simulate walking/running and we have a holodeck. Looks like future is almost here.
Look up something called the Virtuix Omni. It allows for tracking of footsteps as steps in virtual space. Someone walked from one side of the Boston Wasteland to the other in Fallout 4 using it.
So, you are saying the future is already here? That's cool with me :-) Now, we need open world games. I really think that future will be here in a couple of years.
That was my thinking, yeah. Though I'm sure the modding communities of different games could help make mods for already existing open world games. :D
Fallout 4 is coming brother!
Bethesda has announced that they are bringing Fallout 4 to VR.
Ready Player One Pre Alpha 0.3 Early Access Haptic Gloves.
Give it a few more years for the full body suit.
love that book
ruclips.net/video/jk-3kZ7ytZs/видео.html
A proper "Power Glove" is the next logical step in VR hardware.
And then we can make "Power Armor"
ORION The Misc of The Internet
Lets take baby steps first. The next thing after the hands will probably be the boots
I was going to buy a pair of these gloves when I seen it listed for $250 in your video 1:09 but when you go to their website actually cost more than $2500... wtf?
They could also include a controllable piston on the inside of each finger to stop (so you can't grasp down anymore) at a certain angle when you grab an object in the virtual world to simulate actually touching the object. Because once we touch a solid object our fingers meet resistance from that object, it can be simulated by a controlled piston resisting the finger.
The gloves will identify the value of each object and will calculate how much resistance each piston needs to give inorder to mimic the physics of that object. This also allows more advanced effects, such as the feeling of breaking objects, from a solid feeling to a loose feeling (mimicking the object breaking).. I hope I am making at least some sense
you can add a sense of touch by pushing oil in tubes under the fingers, so that the tubes dont let the hand bend more if you have something in your hand. And for touching you can fill the sectors in the gloves under your hand so you feel when you touch something.
This is so awesome. The way your hands and arms look in VR reminds me of how they looked in the movie, "The Lawnmower Man".
The problem here is the meta joints in the hand, the hand changes shape across the palm, allowing you making a concave shape for cupping. Also not being able to track the individual phalanges will be distracting in game, you can see the very uniform rotation right away
True, but this is a step in the right direction I think.
It's got to start somewhere at the end of the day. Essentially you need tracking that is much more spacially aware, like kinect infrared sensors for the hands. Hands and eyes are where we spend 70% of our time looking at people, so it will be the difference between reality and 90s game motion
I don't think people will be looking at their own hands while playing a game that much. This is honestly pretty good for grabbing items or holding a virtual gun. You're not gonna play piano or do clay pottery with it anyways, as we don't even have sense of touch yet
The problem with optical tracking (Vive and Rift) is occlusion of the fingers. Lighthouse and constellation wouldn't work very well for fingers. As for forearm tracking, they could build something smaller than a vive wand for sure.
+kendokaaa but if you look at prime sense infrared cameras performing facial tracking, they work with geometry, like the kinect used to. The prime sense cameras have a higher resolution now so I bet you could obtain the geometry of the hand and in turn the finger rotations
Kinda bad form not to put the name of the product/platform in the video title.
He is not complaining about Norm, obviously.
The title is clickbait
The title is just an accurate description of what is in the video: A hands-on of some virtual reality gloves. Want a clickbait title? "These things will change VR forever!" I agree about the company not being in the title though.
I think that's the product name for now at least. "Vr gloves" made by Manus Vr. Not "Manus VR gloves".
So a prototype with out a name need to be named?
+tested Shouldn't it be "Hands-In"???
Because the gloves go on your hands. Implants FTW(coming soon)!
he meant your hands go in the gloves.
lol i know that and she knows that but do the gloves know...
Mark Lemus lol oh yea the gloves know cuz it's a smart gloves
This is amazing, i love it. I hope many games will support this.
The original controllers should've been gloves already. Gloves make so much more sense for VR
Awesome!! Tested is the #1 VR reviewers out there!
just 6 more years until sword art online comes out
Multi Mations - Sticknodes Animator nope c:
Yes!!!!
4 now, keep waiting brother. It'll come out in our lifetime. And when It does it'd be really cool to meet all of you in-game. However, it's gonna be tough for all the kirito-wannabes (like me) so I'll be sure to get the game asap :P see ya in sao
@@kazat0105 If it comes out. I'm making sure I'm the first to get that sick coat
@@sheath23r nah m8...TRY ME ;3
I've been playing with Vive in Unity and trying different options for hand visualization and I can tell you that even different finger size is something your brain perceives immediately as incorrect. So far I think it's better to have a more abstract shape than to have an imperfect representation of a hand.
Enjoying your E3 coverage so far! Keep it up.
There's another vr glove out there I believe. I think it's called Glove one. You guys should check it out.
Yes! Full body tracking! It will bring trolling in multiplayer games to the next level! Meanwhile the gloves are good enough, you can already taunt your opponents by showing them one specific finger.
Name of the series fits this episode too well... like a glove.
It would be cool if they added something on the underside of the fingers that could simulate the presence/resistance of grabbing an object. It could be something that locks up when closing the fingers past the point of what the object would be. That way you would feel like you were truly grabbing something.
It would be awesome if there's a touch response. Like the Steam Controller does with vibrations, or even make the gloves stiff when grabbing or something.
I'm really liking this. I'd preorder it right now but I'm not even sure HTC will sell the Vive in my country any time soon.
Watching norm testing out vr is so funny. it makes me soo happy i could watch him play for hours.
Please TESTED guys'n'gurls make a Norm does VR testing Compilation with awesome sci-fi back music pplzplzplz.
Good to see Norm speaking to a developer rather than a marketing rep.
He mentioned using it in Job Simulator. Are these gloves compatible with all Vive games or just a select few?
Why not make foot triggers on the bottom of the foot so that walking can be triggered by some sort of leaning pressure on the bottom around the foot?
How well implemented is the force feedback because this is really important when it comes to immersion. I didn't come to this realization until i tried the vive controllers and was generally disappointed with the force feedback.
It would be cool if future gloves could include haptic feedback and some kind of resistance to simulate actually picking up and manipulating objects. The implications of this tech go well and far beyond video games.
What if they added magnets into the glow which would be negative to eachother. They would be adjusted to what you hold ingame which would make the magnet resistance feel like you are actually holding the object?
Attaching electromagnets to the gloves? Good idea but it'd be a pain in the ass to get a battery big enough to work for an extended period of time.
Markus Brorson Then you wouldn't be able to adjust the size of the object you're holding.
Markus Brorson That'd be a great way to do really bad touch sensing. You'd try to touch a stick and end up feeling it before you get close to it.
Markus Brorson Sorry I don't follow your logic. It appears you're too stupid.
Markus Brorson This isn't my idea. I said that it's a terrible idea in my original post.
Did you guys just get a 1D X mk II? There's a lot of slow motion in there.
now all they need is some kind of feedback so pressure is put on to the hand when something is picked up.
If you have gloves the length of dish washing gloves, you could have the wrist/forearm tracking as an all-in-one with the glove.
I dont know why a person who forked out for the Vive wouldn't be interested in these bad ass gloves. I did, and am.
oke i might be a newb but why is rfid not being used to sense proximity between hands etc and send data on where they're in relation to one another and other objects. these parts ar cheap, flexible and can be powered by an external power supply say on the wrist or in the room ea a mat you're standing on.
Visual hand tracking will probably leap frog this very quickly though right? With some cheap fingertip caps for vibration.
Would be cool if they got some more support from Valve/HTC, This would be a huge win against the other VR devlopers if they had Hand tracking
Servirá para VRchat?
I'm in favor of using gloves for haptic feedback, but I think IR like Kinect or Leap Motion are more practical devices for finger and hand tracking.
Wouldn't work, occlusion problems. Also Leap only works if it sees your hands.
Use MicroPhone Sensors to function touch density divising speed and strikes within the air such as snapping fingers and claps or any hand motion within the stretch sensor. -Rob
"High Five!" 'High Fives'
with these VR gloves, and the OSVR gloves, it really makes me hope that when Nintendo unveils the NX, they have a next generation Power Glove! :D :D :D
Anon Mason why no? Because it makes too much sense? The future was written decades ago when they named it the Power Glove, when they eventually make a VR gaming system, it will have glove controllers, and the only name for them will be Power Gloves
Do they think this is the first product of this kind? If so, they're wrong. The first ever VR gloves were made for the Oculus Rift Dev Kit 1 called Control VR. What I think is funny is the fact that it was co invented by Stress Level Zero, AKA the guys who made Hover Junkers. Just putting my constructive(?) criticism out there.
we all know where this is going.. lets just skip to the neural connectors to our brains and forget all these gimicky gloves and goggles xD
And then get trapped in RPG game, after the death in-game we die in reallife by microwaving our brain cells.
These VR headsets is their computational stuff in the head set or on a desk nearby?
does this work for oculus rift or Mixed Reality headsets?
That's amazing. Hopefully HTC will let them build the controller into the glove
I agree :)
Hopefully they'll become 3rd-party controllers that work on any HMD, as long as the game supports the gloves.
Manus states this as their ultimate goal. This of course requires cooperation from HMD & tracking manufacturers.
I thought Lighthouse tracking was at some point supposed to be open anyway to allow different hardware manufacturers to get in.
+pexeq Eventually.. Tho it's likely that Valve gave HTC temporary exclusivity, since they were the first to take the dive on VR hardware other than Oculus. Could also be why Oculus can't provide it's own Vive support on Home, yet..
the legendary unicorn independent lighthouse tracker unit. we have been waiting for that for sometime. Valve talked about those already a year ago. Hopefully HTC can get said thing out of valve time. two would be optimum: a bracelet for things like legs and hand, second would be a simple general puck design for all of the other use cases.
What VR really need is a tracking standard. otherwise people will have to spend twice over the headsets costs for the overlapping tracking system for all of the peripherals they buy. not to mention you quickly run out of USB ports and space to place the systems, when you have 3 different sets of laser blasters and maybe even RF blasters for beacon based systems and 5 different cameras forn couple optical tracker systems.
however for that to happen a)someone must bite the bullet, hope would be Valve, since Lighthouse seems the best tracking around, and open-source and freely license the tech b) everyone else have to eat their pride and abandon their proprietary systems.
so I'll guessing 10 years from now we get a tracking standard
this is good. i dont know but, support for designers , 3d , etc ?
Tested, why hasn't a company decided yet to use full body tracking for games like they use in semi-animated and some digital games?
+Algiark very valid!
I 100% would, It'd be amazing
Isn't that what the Kinect basically is? Even though it may be bad (I don't know, haven't tried it).
you mean like Kinect?
+Luke 03 it would cost you a arm and a leg to buy it ... Get it? Haha
I'm concerned you have picked a very bad department bud...
leap motion is 70$ works with both oculus and vive
look up some gameplay, it works beautifully and updates to it are almost icing on the cake.
I hope this project continues to provide something more than what leap motion has, competitive market is always really cool!
This is perfect for my Awesome VR concept I can't tell anyone or they'll take my idea!
As is, this HAS to get into the hands(no pun intended) of the consumer!
I'd like the dev kit ASAP.
i can't be the only doubtful person
Anti Kaan Agency It's early stuff, but the concept here is surely a winner that will eventually make it into the hands of every VR consumer.
For my project, handling the objects in the way I want the player to do so just doesn't feel right with a controller/pointer.
Another great video! Thanks guys!
gloves are for casuals, when can i get scaffold screwed into the bones in my hands for more accurate movement and force feedback?
I bet it's super immersion breaking trying to grab a ball that isn't there XD
Now someone needs to make a finger gun game.
Whatever happened to Control VR?
They mismanaged their money as so many crowfunding campaigns do
At 6:05 or thereabouts, I think we catch Norm in a dyslexic moment as he keeps pressing the "VI" key rather than the "IV" key as needed.
Have been following these guys for a while. I was really disappointed when the first consumer wave of VR came with controllers. The Vive controllers are really cool, but the XBone controller you get with the Rift is just a joke. But no matter how cool the controller is, VR wont really be VR to me if I can't use my hands like I do in RR. I really hope these guys gain the attention from all VR devs, I don't know of a game that wont improve from having accurate hand tracking. Now they need a way to add force feedback, no full haptic feedback just the feeling of resistance when holding/pushing/pulling something.
Cant wait till they stream line the designs.
Here we are in July 2017. How about an update. Was this crap or not?
Hey 2018 here these are 1000$ btw
@@hora265 Hey, October here. Where'd ya find that out?
ssso... it basically is the same method for tracking finger-bending that was implemented in the early prototypes for the Power Glove? :D
With both that and Virtual Boy... as Ridley Scott said about the poor box office reception of the original cut of Bladerunner:
"Being ahead of your time often is just as bad as being behind"...
everyone can finally pass surgeon simulator
Norm you need your own distinct show and a G+ profile!
I think in the future someone will make a comfortable full vr body suit, because many people sweat when playing "active" games like gorn.
And have their body react with the game.
i wanted a sensitive gloves ya know get a sense of what you are touching in Vr even a little bit if you are touching a rock you feel the rock via the Vr Gloves get it guys?
i support and really like this product
It should be able to distinguish game motions compared to the hand gestures.
cara o futuro vai ser tão lindo
LOL in demonstration with the Piano.
Someone needs to pay attention to IV and VI a little more in school. LOL.
What game is used in this demonstrtion?
Why not the Myo armband?
Game changer product
Yeah, VR gloves are cool. But in the name of good gaming we will need buttons and sticks. I don't like the Vive solution for movement using teleporting, is very abrupt and disorienting. The Oculus controllers seems more useful to me. Yeah, you can track the hands, but since VR doesn't track your feets, I think is more comfortable use the sticks to do the real movement of the character through big scenary, not just in a room like in VIVE demos.
Just wonder if one day we"ll be able to connect a wire in the back of our heads and leave this reality for some time just like on matrix.
Maybe we already are . . .
Now that we finally have reached the state of Johnny Mnemonic VR,
all we need to do is access the buffer of the fax modem! 8)
what a sad and horrible future.
Mr_Chukes
Why?
Great video!
OASIS is here!
I wonder how long until shooting games will have these. Imagine someone punching someone using the gloves in game
let the nerds design this thing to work, then let the artists make it look good. Please give me a retro powerglove that actually WORKS like i imagined it to in the 1980s
YEAH, DUTCHIES! BOOYAH!
this is awesome though i like its implications in non-gaming enviroments
A new power glove, but better
Adjustable sliding joint sensors. The joints slide along an axis and can be locked in position based on the individuals finger section lengths. Nobody important will notice this comment, too bad.
this would be awsome in a flight simulator and you could interact with the cockpit with the gloves
FlyInside does with with Leap Motion in FSX.
Did you get hands-in with the Razer Glove One virtual reality gloves at E3?
I just want to know how guns would work with this? We would have to have physical models to hold.
This isn't for guns, that's what the vive controllers are for
I know, but I'm assuming that when these are perfected, they will be the standard. There will be no original vive controllers. So I'm really referring to next generation VR stuff.
Special controllers for guns and swords
Think of the possibilities for education.. Especially for ppl aiming to become doctors.
Manus, the hands of fate -- I mean, VR.
Leam motion solution seem more plausable for positional tracking + no gloves!
Now it's time for VR socks
I thought VR would be good combined with something like Kinect (one that works, obviously).
Going by all the components and how easy this is to build, these should cost around £30-40. But, they'll probably just make it the price of a gaming laptop anyway.
I gotta say, you don't get that understanding of why body presence is so important til you try VR and then it really hits you
what the hands can do...
would be nice to see some magic
like using hands within VR to create spheres and orbs of energy
or naruto's justsu xD
Is that guy danish? (Not Norm)
no, he is Dutch
+Justin v.d. Brink ok... just sounded kinda danish... ^^
I think its called a "Hands in" in this case :)
Guys:) Fingers in your 3D model bend not in the right place. Check anatomy or look at your hands carefully! This is a common mistake beginner animators
think about when the gloves can give resistance so you can FEEL the objects
Oh yeah...
Next step: material capable of selective hardening to provide haptic feedback.
Lawnmower man is right around the corner people.
This just means strapping more stuff to your body, give me sim-stim already!
I'm all for it but what about people who have less than 10 fingers?
I get it, baby steps but still.