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These VR Gloves Track Your Fingers & Electrically Stimulate for Haptic Feedback

December 28, 2022 From roadtovr

AI SILK is a Japanese wearable-tech startup that’s set to unveil a new haptic glove at CES 2023 next month which approaches both haptic feedback and finger-tracking in a different way altogether.

AI SILK is a Tohoku University spinoff that develops wearable products using their patented technology to produce smooth conductive fiber, turning them into electrodes that can be used for a number of things.

Called Lead Skin, the controller houses these conductive fibers, which not only provides finger-tracking and control buttons on the back of the gauntlet-style controller, but also an electrical haptic pulse that aims to simulate manipulating virtual objects.

Image courtesy AI SILK

Weighing in at 380g (~13.5oz), or about the weight of two Quest 2 controllers with batteries included, Lead Skin is said to measure the current impedance from the expansion and contraction of the fabric within, and then through deep machine learning-developed algorithms “understand the intended actions from glove wearers’ physical finger movements,” AI Silk says in a press statement.

Image courtesy AI SILK

Electrical pulses are sent to both the palm and fingers, which is a decidedly shocking departure from the standard haptic motor buzzes that we’ve seen in other VR gloves.

While specs are still thin on the ground, the flashy promo video is certainly something to behold, if not only for its peek inside the Japanese idol industry, which regularly host handshake events. It’s not clear how resistance training and face-punching fit into Lead Skin’s actual feature set, but the spot certainly looks electrifying, as our protagonist is recognized as the idol’s online training partner.


AI Silk’s Lead Skin haptic gloves will debut at CES 2023 between January 5-8, where we’ll have feet on the ground. Check back soon for more info on Lead Skin and all of the latest AR/VR tech out there at the biggest trade shows of the year.

Filed Under: ai silk, ces 2023, haptic controller, haptic glove, lead skin, News, vr controllers, vr glove, VR Gloves, vr haptic glove

Meta Reveals Touch Pro Controllers for Quest Pro, Also Compatible with Quest 2

October 11, 2022 From roadtovr

Meta’s new Quest Pro headset includes Touch Pro controllers which come with a bevy upgrades, and they’ll work with Quest 2 as well.

Meta says that Quest Pro and Quest 2 will co-exist as high-end and entry-level headset lines, and there’s perhaps no clearer evidence of this than that the company has taken the time to make its new Touch Pro controllers compatible with both headsets.

Key Quest Pro Coverage:

Quest Pro Revealed – Full Specs, Price, & Release Date

Quest Pro Hands-on – The Dawn of the Mixed Reality Headset Era

Quest Pro Technical Analysis – What’s Promising & What’s Not

Touch Pro Controllers Revealed – Also Compatible with Quest 2

Touch Pro controllers do away with the tracking ring that’s been present on every Touch controller to date. This time around they use three on-board cameras to perform their own inside-out tracking.

Not only does this make the controllers more compact, it also means they don’t need to have line-of-sight to the headset in order to maintain tracking. That means they should work great even when your hands are above your head, at your side, or behind you. And I’m sure someone will try attaching them to their feet.

Touch Pro controllers also include two new capabilities not seen in those prior: a pressure sensor for pinching and a pressure sensitive stylus tip.

The pinch sensor is on the controller’s thumb rest, allowing users to squeeze the controller between their index finger and thumb for a natural pinching gesture. Thanks to its pressure sensitivity this makes for a somewhat more nuanced input compared to the controller’s buttons and triggers.

The stylus tip, which is included with the controllers but can be freely detached, allows the controller to be used like a bulbous white-board marker with pressure sensitivity so it can understand how hard you’re pushing as you draw against physical surfaces.

Photo by Road to VR

Touch Pro also includes improved haptics with more powerful and precise haptic engines inside, and they’re rechargeable.

Image courtesy Meta

But Quest 2 users should fear not… all of the Touch Pro improvements are within reach. Meta says Touch Pro controllers are fully compatible with Quest 2 and the company plans to sell them as a standalone accessory priced at $300 for a pair. A firm release date for Touch Pro controllers hasn’t been set yet, but the company says they’ll be available for standalone purchase “later this year.”

Filed Under: Meta, News, quest 2 touch pro compatibility, quest pro, touch pro, touch pro price, touch pro quest 2, touch pro release date, vr controllers

Latest Manus VR Gloves Promise New Levels of Finger Tracking Accuracy

March 25, 2022 From roadtovr

At GDC 2022 this week, VR glove creator Manus revealed its new Quantum Metagloves which the company says delivers significantly more accurate finger tracking than its prior solutions. Though priced for enterprise use, the company says it one day hopes to deliver the tech to consumers.

Manus has been building motion gloves for use in real-time VR and motion capture for years now, with prior offerings being based on IMU and flex-sensor tracking.

The company’s latest product, the Quantum Metagloves, moves to a new magnetic tracking approach which purportedly offers significantly more accurate finger tracking, especially when it comes to self-contact (ie: fingers touching other fingers or the palm of the hand).

Revealed at GDC 2022 for the first time, Manus showed off a demo of the Quantum Metagloves using a realistic real-time hand model that mirrored the wearer’s finger movements. Though the gloves are designed to work in conjunction with 6DOF tracking (via a SteamVR tracker or other motion tracking tech), the GDC demo didn’t employ 6DOF (which is why the visualization of the arm rotates in place). The latency reflected in this setup is also purportedly not representative of the actual tracking latency.

The Quantum Metagloves have a magnetic base positioned on the back of the palm while each finger has a module on the tip that is sensed within the magnetic field. Manus says this means the gloves can detect absolute finger length and width (once calibrated), which enables more accurate hand-tracking when combined with an underlying skeletal model of the hand that is scaled dynamically to the user.

Photo by Road to VR

In the video I asked the demonstrator to make a handful of different poses. Indeed, finger-to-finger and finger-to-palm contact looked impressive with no obvious clipping or stuttering. The company told me the demo wasn’t specially programmed to make clipping impossible and that the behavior was purely thanks to the positional data of the sensors which was described as “very clean” compared to alternative approaches to finger tracking.

Manus says the Quantum Metagloves are unique in this way, as other finger tracking technology tends to break down in these sorts of close-contact and self-contact scenarios, especially when both hands are near or touching each other. Even expensive optical tracking systems (with markers on the tips of each finger) can be foiled easily by self-occlusion or one hand occluding the other. Similarly, purely IMU-based finger tracking is prone to drift and requires regular recalibration.

But magnetic tracking is by no means perfect. In other magnetic tracking systems we’ve seen challenges with latency and electromagnetic interference.

Manus admitted that holding metallic or electronic items could throw off the tracking, but says it worked hard to ensure the gloves don’t interfere with each other; up to eight gloves can be active near each other without interference issues, the company says.

While self-contact looked generally quite good with the Quantum Metagloves, other poses didn’t fare quite as well—like a completely clenched first. The demonstrator suggested this would be improved easily with a more robust calibration process that included similar poses; whereas they say the calibration used for the demo at GDC was designed to be quick and easy for purposes of the show.

Photo by Road to VR

While the finger tracking did look great in many of the demos I saw, some of the other demo gloves on display showed much less accuracy. This was chalked up to “calibration,” though a big question for such systems is how much said calibration drifts over time and whether the periods between recalibration are practical for a given use-case.

In any case, use-cases will be deeply constrained by price; Manus says a pair of the Quantum Metagloves will cost $9,000, with pre-orders opening in April and shipments expected by the end of Q3. The company says it also plans to launch a haptic version of the Quantum Metagloves which will include per-finger haptics to enhance immersion in VR.

Manus maintains that it would like to bring its gloves to consumers one day, but says the number of custom parts and manufacturing makes it difficult to get the price down to a reasonable level.

Filed Under: gdc 2022, Manus, manus quantum metaglove, manus vr gloves, Motion Capture, News, vr controllers, VR Gloves, VR Peripherals, VR Tracking

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