Haptic Feedback and XR Interfaces From CaptoGlove

In the drive to find ways in which to make virtual reality (VR) and other immersive experiences even more realistic and absorbing, haptic feedback technology is one of the leading ways that companies are trying to accomplish this, with CaptoGlove being one of the businesses hard at work on the technology.

Nina Salomons of VRFocus spoke to Paul Sexauer about CaptoGlove and its latest innovations, including a new XR interface and developments in haptic feedback.

CaptoGlove Prototype 3

Sexauer is the VP of sales and marketing at CaptoGlove, a company which was demonstrating its wireless, wearable glove controller at E3 2018. The glove can be used as a mouse, or game controller would, or work similarly to the motion tracking controllers used in VR.

At E3 2018, the demonstration available involved using the CaptoGlove controller to fly a military-style jet in F18 Flight Simulator from DCS. CaptoGlove frequently works with developers to integrate the controller interface for the glove controller into titles that are in development, and are still seeking out new partners.

As well as active collaboration, CaptoGlove also has a range of software development kits (SDKs) available, such as the Unreal Engine 4 SDK which was recently released, along with Steam VR and others.

The haptic capability was also on offer, which offered a sensory response to let players feel the VR environment around them. This technology will be integrated into the CaptoGlove controller, and is planned to be available from late Q3 2018. Existing versions of the CaptoGloves can be upgraded to the new haptic technology with a separate add-on component.

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The CaptoGlove controller is available now through the CaptoGlove website, but is also available from Amazon in the USA. A single glove is priced at $250 (USD), while a pair costs $490.

The full interview is available to view below. AS always, VRFocus will keep you updated on new developments in VR technology.

Hands-on: Captoglove Goes Elemental With New Prototype

When it comes to physical interaction with the virtual world data gloves are still very much on the fringe of consumer products. Companies like Manus VR and Captoglove have already developed products that allow their gloves to act as wireless controllers, with the latter having completed a successful Kickstarter ahead of launch last year. CaptoGlove isn’t sitting back trying to sell its wireless gloves, as the company has bigger plans in store, the next of which has to do with haptics.

CaptoGlove Prototype 1

Haptics help provide that extra sensory realism to virtual reality (VR) experiences – good examples are haptic vests which let you feel being hit – alongside the audio and visuals. With haptics relating to gloves they tend to add a sense of touch, so you know you’re picking something up, even going so far as to simulate texture or pressure (like breaking an egg).

At the Electronic Entertainment Expo (E3) 2018, CaptoGlove showcased a new prototype system it has been working on that aims to provide unique sensory stimuli for users, temperature.

One of the best ways we understand the world around us is through touch – that’s why babies want to grab everything – and the addition of temperature can help alert or warn us about possible dangers. The CaptoGlove prototype glove on display had what looked like small metal heat sinks on the end of each finger and thumb. When the demo began several images appeared on screen one at a time. These included a coffee mug, ice cubes and even fire, and with each image the system relayed that information the gloves.

The coffee mug was warm to the touch but not hot, while the ice cubes were suitably freezing cold and the fire became so hot that it created an automatic reaction to pull the hand away, even though that had no effect. What truly astonished is the speed at which the individual units in each finger could adjust and change temperature, great for both gaming and industrial applications.

CaptoGlove Prototype 3

CaptoGlove were also keen to point out that once fully developed and ready for deployment, the haptic temperature system can be easily added to any pre-existing CaptoGlove purchased by customers. Which means customers that were early adopters won’t miss out on new tech created by the company.

This also goes for plans for adding resistance to CaptoGlove. Nothing was on display but Paolo Trotta, CEO and founder of CaptoGlove did confirm its was a direction the company wanted to go after completing the current prototype project. Having both together would mean not only could you’ll feel the heat from a mug, you could feel the mug itself.

The temperature is a very interesting avenue to explore, and one that has numerous possibilities for all sorts of VR applications. The current CaptoGlove was also on display at E3 2018. This uses Flexpoint Bend Sensors in conjunction with a wireless Bluetooth/sensor module located on the back of the hand to provide all the control data. The glove was  combined with Digital Combat Simulator (DCS) from Eagle Dynamics for the demo, allowing attendees to fly an F/A-18C Hornet. While not quite as good as a proper HOTAS system, the glove did an amicable job of flying the plane, with a 1:1 reproduction of every hand movement (although there was no need for any finger movement in this particular demo).

At present there’s no specific release date or window for the temperature system. CaptoGlove are still looking at ways of reducing the form factor to a suitable consumer size. When that does happen it’ll make CaptoGlove an even more enticing proposition for serious VR enthusiasts.

E3 2018: All the VR Games of Day Two

The second day of 2018’s Electronic Entertainment Expo (E3), Los Angeles, has come to a close. VRFocus has scoured the show floor looking for the latest and greatest in both virtual reality (VR) and augmented reality (AR), and in the recap video presented here you can find all the hits-and-misses from the show.

ARia's Legacy

Following yesterday’s bombardment from Bethesda Softworks, Ready at Dawn, Twisted Pixel, Squanch Games and more, this second day began in earnest with a deep look at Thrustmaster’s new hardware offerings; the new TPR Rudder and a HOTAS Flight Stick add-on, the Replica F/A 18 Hornet. This was followed by a look at the one and only AR experience seen so far at E3, The Pixel Crushers’ ARia’s Legacy, both located in the Los Angeles Convention Center South Hall.

The new hardware continues with Cybershoes, CaptoGlove and Woojer Ryg, in addition to a fresh look at HTC Vive’s wireless adapter, created in partnership with Display Link and Intel. Back on the videogames side, we have Rebellion and Dream Reality Interactive’s Arca’s Path VR, Multiverse Inc.’s Seeking Dawn, and finally First Contact Entertainment’s Firewall: Zero Hour.

All of these you can find in the video below, while tomorrow brings us to the final day of E3 2018. There’ll be more from Sony Interactive Entertainment (SIE), as well as a first look at XSEED’s Gungrave VR and a fresh update from Kite & Lightning on the team’s progress of Bebylon: Battle Royale.

Gungrave VR screenshot

What else is happening at E3 2018? In terms of AR and VR, not much. It’s a slow year for the emerging medium – and for videogames as a whole, considered to be a mid-cycle year for consoles which are not offering anything particularly new – with eyes on the recently launched Oculus Go as a head-mounted display (HMD) geared more towards the mass market than the core videogames audience and still some way from the upcoming launch of the Santa Cruz HMD. As ever though, VRFocus will be on the ground bringing you all the latest news as it happens.

CaptoGlove Attending E3 2018, Reveals Business Achievements

CaptoGlove, a wearable pair of gloves designed for use within virtual reality (VR), augmented reality (AR), and mixed reality (MR) have revealed that they will be present at the Electronic Entertainment Expo (E3) 2018 conference. The company plan to make a big splash at the event with a number of announcements following their successful achievements in several business and product development milestones.

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Acting as wireless controllers, the CaptoGlove allows users a means to interaction with immersive experiences in a more natural and human way. Originally designed to assist victims of stroke recover the use of their hands, the technology has been developed into a wearable solution to all for support for all types of VR, AR, and MR applications. CaptoGlove uses flexible Bend Sensors provided by Flexpoint, along with a washable, breathable textile to create the finished product for consumer use.

Some of the achievements the company have recently made include the issuance of CaptoGlove US Patent and complete registration fully achieved. The company’s most recent release of the CaptoGlove will also feature it’s prototype haptic somatosensory module. Support for the Unreal Engine 4 SDK has been improved to including Blueprint scripts which will dramatically streamline the workflow for developers. Likewise, the Unity 3D SDK has been given support for improved product performance for both 32-bit and 64-bit environments. Lastly, the Open VR driver for SteamVR has been been given support, offering a feature-set which enables full compatibility with all SteamVR content.

On the partnership side of things, CaptoGlove’s integration within the Digital Combat Simulator (DCS) highlights the exciting DCS: F/A-18C Hornet and Persian Gulf Map for DCS World products from Eagle Dynamics SA. The CaptoGlove has also been demonstrated with interactions with the newest Pimax 8K M1 headset, featuring a market leading 200-degree field of view for users, with a 4K per eye clear view and minimized screen door effect. Thanks to the interaction with CaptoGlove, the two allow for some of the most graphically advanced VR experiences complete with immersive and natural interaction.

As CaptoGlove requires no addition integration and is designed to work seamlessly with all PCs and smartphones by automatically detecting a wide variety of hand and finger movements. It is able to bring a new level of realism to immersive experiences and offer users a truly natural interaction.

For more on CaptoGlove in the future and E3 2018, keep reading VRFocus.

E3 2017: Hands-On With VR Hand Controller CaptoGlove

E3 2017: Hands-On With VR Hand Controller CaptoGlove

Immersive experiences are the foundation of VR’s growth and devs or creators continue to find ways to keep the illusion from being broken as long as they can. Controller input is one of the biggest offenders when it comes to this, but the team behind CaptoGlove is utilizing our natural gestures to keep players engaged.

The glove is equipped with many sensors and can track the movement of your wrist and the individual fingers. It also has a customization tool to make a large number of gestures work in many different ways for any experience. We got a chance to try out a demo at E3.

The CaptoGlove was fully funded on its Kickstarter campaign and is already making its way into the homes of those that supported it during the campaign. It also made it onto our list of the best hardware we saw at E3 and I go into detail on my experience with the device. In that piece we noted:

Once I got my bearings with the glove, which I was wearing while mimicking the action of holding a helicopter’s control stick, I flew closer to the ground and between buildings. The accuracy and response time allowed me to maneuver deftly, an impressive feat in DCS World for sure. The creators of the tool have plans to add haptic sensors to the base glove in the future, so we could be witnessing an affordable and functional new step for immersive input in VR.

To clarify further what “got my bearings with the glove” means, I initially was thinking of the CaptoGlove’s input in the wrong way. I moved in wide, sweeping moves as if using a large joystick. I realized that the movements weren’t really met with great degrees of input and realized that the glove itself wasn’t being tracked by anything outside of the glove. So I adjusted my strategy, keeping my arm in the same place but turning and tilting with my wrist in more controlled motions and that got a much better and accurate response in the game.

The glove gets as warm as any glove normally would and was quite comfortable throughout the demo. It wasn’t so comfortable that you forget you’re wearing one, but you won’t find yourself getting tired of it with extended play. Further, the glove is designed practically with individual sensors that can be removed with ease if they have to be replaced. The same functionality that allows for that type of repair also opens up the door for updates to the glove without having to buy a new version altogether, an element explained to me by a rep at the demo. There are plans to add a haptic feedback accessory and, though that is still far off.

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Best VR Hardware Of E3 2017

Best VR Hardware Of E3 2017

Now that it’s all said and done it’s easy to see that E3 2017 just wasn’t a huge showing for VR hardware. Microsoft didn’t even mention VR at all during the reveal of the Xbox One X even though executives have suggested the system will still support it.

That said, we did try out some really cool stuff located around the Los Angeles Convention Center.

Runner Up: CaptoGlove

The CaptoGlove was quickly funded when it started its funding campaign on Kickstarter and it is easy to see why.

The wearable allows users to interact with hand gestures, it is low profile, it is comfortable, and it is incredibly functional with many customization options across VR and non-VR experiences. You can use one or two gloves to control movement, actions (including shooting), and driving with inputs measured across the entirety of your hands and we got a chance to try it while piloting a military helicopter.

The simulation took place in DCS World, a grueling simulation experience, so the chopper flew realistically and responded to even the most subtle movements. Once I got my bearings with the glove, which I was wearing while mimicking the action of holding a helicopter’s control stick, I flew closer to the ground and between buildings. The accuracy and response time allowed me to maneuver deftly, an impressive feat in DCS World for sure. The creators of the tool have plans to add haptic sensors to the base glove in the future, so we could be witnessing an affordable and functional new step for immersive input in VR.

Runner Up: Antilatency

We’ve seen Antilatency at the last few VR-focused conferences, but at E3 we saw the latest iteration of the startup’s tracking system and it was both quite solid and might be very useful for certain applications.

Previously, the company used strips across the floor with lights on them and a tiny camera that attaches to the front of a Gear VR to track a wireless headset throughout a large space. The problem was that it would be easy to step on the strips, or annoying to have to remember to step over them.

At E3, however, the company embedded the lights into inexpensive foam flooring and covered a much larger space with the tracking technology than we’ve seen attempted previously. The system tracked a pair of Gear VRs in a 3.6 meter by 7.2 meter space and showed a concept of a two-player game in which the space was divided in half and each player could stay within their region.

The next step for the startup is to take the tiny camera used on the headset and apply that technology to a 6 degrees of freedom hand controller. The company recently raised $2.1 million and is moving to San Francisco.

Best VR Hardware of E3 2017: DisplayLink Wireless Vive

Being completely untethered in a wireless VR headset with 6 degrees of freedom hand controls running at 90 frames per second is pure joy.

We tried out a pair of wireless accessories for Vive at E3, but the one from DisplayLink seemed to get everything right. It fit snugly at the back of the head and balanced out the weight so it didn’t even seem like it was there. The receiver’s position would also keep it out of the way of over-the-head headphones. Two fins on the top are the antennas so it can make a better connection with an overhead transmitter too.

We only had about five minutes with the unit but didn’t notice any additional latency or loss in visual quality. We absolutely cannot wait to see companies turn these types of units into consumer products as we think everyone that owns a Vive is likely to want something like this.

Getting rid of the wire is such a freeing experience nobody is going to want to go back to a wired headset.

What were some of the best hardware announcements and demos you saw at E3 2017? Let us know down in the comments below!

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CaptoGlove bietet für Vorbestellungen einen Rabatt zum Verkaufsstart an

Die VR-Handschuhe, die das Greifen von virtuellen Objekten revolutionieren sollen, werden ein immer größerer Bereich innerhalb der Virtual-Reality-Szene. Entsprechend erwartungsvoll starteten diverse Projekte auf Kickstarter. Darunter VRgluv und CaptoGlove die sehr erfolgreich sind und ihre Spendenziele innerhalb kurzer Zeit erreichten. Der CaptoGlove soll Ende des Monats käuflich zu erwerben sein. Dafür gilt ab heute bis 21. Mai ein besonderes Angebot.

Besonderes Angebot bei der Vorbestellung der CaptoGloves

CaptoGlove

Jeder Käufer der bis zum 21. Mai einen einzelnen Handschuh oder ein Paar der Handschuhe bestellt, erhält einen tollen Rabatt. Beim Kauf eines Paares erhält man einen Rabatt in Höhe von 50 %, während man beim Kauf eines einzelnen Handschuhs einen Rabatt in Höhe von 32 % erhält. Sobald die VR-Handschuhe offiziell in den Verkauf gehen, wird ein Paar der Handschuhe für ca. 500 USD (umgerechnet ca. 460 Euro) erhältlich sein. Ein einzelner Handschuh wird ca. 250 USD (umgerechnet ca. 230 Euro) kosten. Man kann also beim Kauf eines Paares bis zu 125 USD (bzw. 115 Euro) sparen. Zusätzlich sollen die VR-Handschuhe per Expressversand an die Vorbesteller gehen. Den Rabatt erhält man beim Kauf auf der Webseite des Unternehmens. Nach der offiziellen Veröffentlichung sollen die Handschuhe auch über Plattformen wie z. B. Amazon erhältlich sein.

Der CEO des Unternehmens Paolo Trotta gründete CaptoGlove vor fünf Jahren, um seinen Vater zu helfen, der unter den Folgen eines Schlaganfalls litt. Der Prototyp sollte ihm dabei helfen seine Koordination und Mobilitätsfähigkeit wiederzugeben, bis er zum heutigen Produkt weiterentwickelt wurde. Die Handschuhe funktionieren mit Bluetooth und sollen kompatibel mit den meisten VR-Headsets wie der HTC Vive, Oculus Rift, Google Cardboard, Samsung Gear VR und weiteren sein. Zudem kann man die Handschuhe mit einer kostenlosen App für iOS, Android und dem PC an seine Bedürfnisse anpassen. Dadurch können bis zu 20 Kontrollgesten per Handschuhe festgelegt werden.

Interessenten sollten also bis zum 21. Mai zuschlagen, um vom Angebot des Unternehmens zu profitieren.

(Quelle: VRfocus | CaptoGlove)

Der Beitrag CaptoGlove bietet für Vorbestellungen einen Rabatt zum Verkaufsstart an zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

CaptoGlove Running Pre-Order Discount Offer Ahead of Launch

Data gloves for virtual reality (VR) are looking to become a big proposition during 2017 with recent Kickstarter campaigns from VRgluv and CaptoGlove both proving popular and surpassing their funding goals on the website. The latter is set for a retail rollout later this month and for a limited time is offering a discount on all pre-orders.

From today until 21st May, any customer interested in purchasing either a single glove or a pair will be eligible for a discount. Currently a single glove is £210 USD rather than $250, while a pair will cost $415 instead of $490. These offers are available through CaptoGlove.com. The retail roll out will feature retail outlets such as Amazon and Gadget Flow

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“CaptoGlove has progressed in leaps and bounds since it was first created more than five years ago as a tool for helping my father recover mobility after a stroke,” said Paolo Trotta CEO of CaptoGlove. “In that time, we partnered with a world-renowned sports glove manufacturer in Reusch; secured several enthusiastic investors, and have entered into negotiations with some of the most prominent consumer technology companies for exclusive rights in their respective industries. It has been a true whirlwind.”

CaptoGlove was initially conceived five years ago as a way to help a father regain coordination and mobility after a stroke, before being further developed into the product it is today. The gloves work via Bluetooth, and have been designed to be compatible with as many VR headsets as possible. It features Bend Sensors provided by Flexpoint, and an Attitude Heading Reference System (AHRS) with 10 Degrees of Freedom (10DoF). This gives the glove yaw, pitch, roll and altitude capabilities.

The gloves are also customisable via a free app on iOS, Android and PC, allowing up to 20 control gestures per glove (or 40 with a pair).

VRFocus will continue with its coverage of CaptoGlove, reporting back with any further announcements.

The CaptoGlove Is A VR Hand Controller Already Funded On Kickstarter

The CaptoGlove Is A VR Hand Controller Already Funded On Kickstarter

Whether by haptic claws or well-designed VR controllers like the Oculus Touch, there’s a mission to bring an intricate level of control to VR involving natural interaction with our hands. Since kids, we’ve emulated different devices with our hands like making a gun for cops and robber with index finger and thumb extended from a fist. The CaptoGlove, a wearable piece of tech fully funded on Kickstarter, is taking that idea and bringing gesture-based gaming and computing to life.

The glove itself includes multiple sensors and connects to other hardware wirelessly via Bluetooth 4.0. With it, players are able able to swing, aim, and fire weapons, pilot vehicles, and more with intuitive gestures. The glove also has capacitive ends for the index and thumb so you can manipulate touch screens without having to remove it. With all of these things, it also is said to offer up to 10 hours of continuous play time. There are already quite a few meant to show off the glove in action, most of them involving first-person shooters. There are a few other intriguing demos as well, like using the glove in a handle-bar fashion to steer a speeder bike in Star Wars Battlefront or swiping through menus on your cell phone by just doing a swipe gesture with the glove-equipped hand.

As designed, the CaptoGlove is going to work with old and future games out of the box and include multiple preset control options while remaining fully customizable. It will also work with every VR headset on the market, which is where the device will likely be most impactful. The Vive and Rift have solid controllers, but the CaptoGlove would be a welcome wearable that boosts the immersion of the growing number of virtual experiences.

The CaptoGlove still has more than two weeks left for its funding campaign at the time of this writing, but it has already reached its $50,000 goal. The glove is expected to retail for $250 but promised for $160 via Kickstarter via an early bird special.

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CaptoGlove Achieves Kickstarter Goal, Eyes Thumb Pressure Sensor Stretch Goal

Only a couple of weeks ago CaptoGlove launched its Kickstarter crowd-funding campaign for its virtual reality (VR) compatible data-glove. Looking to secure $50,000 USD, that’s now been achieved and with 19 days to go the campaign is looking towards its only stretch goal, putting a thumb pressure sensor in. 

Adding a pressure sensor to the thumb will expanded the functionality of the glove. Alongside future customisation options, with the sensors touch sensitivity it will be able to perceive various levels of pressure, from <100g to >10kg.

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“Our community of backers have been our biggest evangelists and have helped us quickly achieve our funding goal, as well as provided valuable feedback on additional features and capabilities they’d like to see in CaptoGlove,” said Paolo Trotta CEO of CaptoGlove. “It is because of this response we decided to add a Stretch Goal of a pressure-sensitive pushing sensor to the thumb, which will pave the way for integrating CaptoHaptic Kit in the future.”

CaptoGlove was initially conceived five years ago as a way to help a father regain coordination and mobility after a stroke. Following early success the device was then modified to help train military pilots.  CaptoGlove then teamed up with sports glove company, Reusch to create a wearable wireless controller for a variety of uses, including videogames, VR, mobile, professional training, drones, smart home products and more.

Working via Bluetooth, CaptoGlove has been designed to be compatible with as many VR head-mounted displays (HMDs) as possible. It features Bend Sensors provided by Flexpoint, and an Attitude Heading Reference System (AHRS) with 10 Degrees of Freedom (10DoF). This gives the glove yaw, pitch, roll and altitude capabilities.

The Super Early Bird funding tier is still available (at time of writing) for $160, that gets you one glove. Or there’s an Early Bird tier for a pair of gloves at $440.

VRFocus will continue its coverage of CaptoGlove, reporting back with further updates.