CES 2019: Contact CI Simulates Actual Touch With Motorized Tendons

contact ci haptic glove vr

Last year at CES 2018 one of my favorite demos was when I met with Craig Douglas from Contact CI and tried out his haptic glove dubbed the Maestro. It was still very much a work-in-progress device with exposed wires sticking out the back and no real glove-like casing around it all. Some people probably thought it looked unrefined and unfinished, but it also had a charming steampunk aesthetic that I was totally onboard with.

This year it’s starting to look like a nearly finished product. They’ve got a white glove that encapsulates your hand while you’re wearing it and hides all of the motorized tendons and electronics. On your wrist is where the motor sits, along with the battery, strapped onto your forearm to power the unit. Each finger has a cap at the end and once you’re wearing it and turn it on, you can feel it tense up and start to move. It’s the closest I’ve ever gotten to feeling like some sort of cyborg.

What sets the Contact CI glove apart from other gloves that might just track your fingers or even HaptX which provides a bit of haptic feedback in your hand, is that Contact CI is able to accurately simulate tension. What I mean by that is when I reach out with my hand and press a button in VR while wearing this glove, it’s not just that my finger is tracked and maybe I feel a little vibration to let me know I pressed it. That’d be great, but this is more than that. The motor in the glove pulls on the individual tendon that extends down the length of that finger in such a way that it’s fooling your brain into thinking that you’ve actually touched a solid surface and it gives you a satisfying amount of resistance.

At CES 2019 they had two small demos to show it off. First was a panel full of various buttons waiting for me to press them. I tried each finger to see if the resistance would work universally and it definitely did. For the actual hand and finger tracking they were using a Leap Motion sensor which is neat, but not very accurate. When they deliver their glove to clients it uses either a Vive Tracking puck or some other way solution to provide more accurate lighthouse based tracking with a Vive headset.

But using Leap Motion was a neat idea in this case because it allowed me to use both of my hands in VR, one of which wasn’t wearing the glove. I’m used to Leap Motion tracking and am familiar with being able to see my hands but not actually feel anything, so having a direct side-by-side comparison of both features allowed me to see the difference that actual haptics can make in a VR experience.

This was amplified in the second demo. Instead of buttons this demo was a table with a bunch of blocks and balls on it that I could pick up, knock around, and play with. At first I interacted with them using my left hand (no glove) and then did the same thing with my right hand, gloved, to see the difference. The most powerful bit of it all is when I picked up a block with my left hand then touched it with my right. It gave me this bizarre sensation that was almost like my left hand was numb and I couldn’t feel anything when my eyes were saying I should be able to.

My biggest issue with the Contact CI glove right now from what I’ve seen, other than the lackluster Leap Motion hand tracking, is that the motor on your wrist is actually extremely loud. So loud in fact that when it’s active and pulling on your fingers it takes you out of the experience and ruins the immersion. Each time I touched something it sounded like a tiny little jet engine was about to explode on my wrist and it was super distracting. They tell me that getting the noise down is something that they’re working on.

Gloves like this probably aren’t going to ever become mainstream peripherals for the gaming market, or if they do, it will be a long time before that actually happens. Game developers need to target the lowest common denominator to be profitable which right now means simple motion controllers or even just a standard game pad on PSVR sometimes. But there are tons of enterprise-level applications for this kind of device.

The medical industry, for example, could benefit from haptic feedback when training and simulating things like surgeries to enable the most realistic simulation possible. Another use-case would be a mechanic, someone that can do a simulation on a standard VR platform but if they need to verify that they can reach around underneath something and still feel around and find what they’re looking for then accurate haptics are crucial. Contact CI tells me they’ve actually got units deployed with some business and universities, such as massage schools too.

Contact CI has certainly made improvements since I saw their device last a year ago and I’m excited to see how the technology continues to improve. Like a lot of things at CES, this was not a consumer device and it frankly probably won’t ever be, but from a technological standpoint it’s an impressive step forward for haptics and resistance in VR.

For more information on the Contact CI glove you can visit the official website and let us know what you think of the device down in the comments below!

Tagged with: , ,

The post CES 2019: Contact CI Simulates Actual Touch With Motorized Tendons appeared first on UploadVR.

Maestro VR: Haptischer Handschuh mit künstlichen Sehnen

Kurz vor der CES 2018 hatten wir über den vielversprechenden Forte Data Glove berichtet, der bereits bald zu einem bezahlbaren Preis auf den Markt kommen soll. Einen aufwendigen Prototypen eines Daten-Handschuhs hatte auch Contact CI im Gepäck und auf der Messe in Las Vegas vorgestellt. Der Meastro VR genannte Handschuh nutzt die Vive Tracker und bietet dank künstlicher Sehnen und Muskeln „echtes“ Feedback. Das unterscheidet ihn von den meisten anderen Handschuh-Lösungen.

Maestro VR: Virtuelle Objekte in der Hand spüren

Dinge greifen können, die nur als Pixelhaufen existieren: Das soll der Datenhandschuh Meastro VR ermöglichen, denn das Unternehmen Contact CI auf der CES 2018 vorgestellt hat. Der virtuelle Handschuh outet sich mit seinen zahlreichen Strippen an der Oberfläche schnell als Prototyp, der wohl noch einige Runden in der Entwicklung drehen muss. Laut Hands-on von Upload VR ist die Funktion aber schon überzeugend.

Contact CI entschied sich dafür, einfach die menschliche Anatomie nachzuahmen und künstliche Sehnen zu entwickeln. Die sind mit motorisierten ebenfalls künstlichen Muskeln verbunden. Dadurch übt der Maestro VR haptisches Feedback aus. Wenn man einen Knopf drückt, so spürt man den Widerstand und das Hirn glaubt, dass man tatsächlich einen Knopf drückt. Ebenso lässt sich ein virtueller Ball greifen und der Anwender fühlt ihn in der Hand. Mit einer Einschränkung: Das Gewicht lässt sich nicht simulieren.

Für die Erfassung des Maestro VR setzt Contact CI auf die Vive Tracker – diese sind zwar derzeit ein teures Vergnügen. Doch durch die universelle Einsetzbarkeit mit verschiedenen Devices wie den Hyper Blaster oder Tenisschlägern könnten sich die Tracker als Standard durchsetzen und auf Dauer bei Peripherie Kosten sparen. Denn die benötigt kein eigenes Tracking-System mehr.

Wann das mit weniger als zehn Angestellten sehr kleine Unternehmen den Maestro VR auf den Markt bringen kann, ist noch unbekannt. Derzeit sucht Contact CI wohl nach Partnern, die das System herstellen und vertreiben wollen. Es kann also sehr lange dauern, bis wir den Maestro VR in den Händen halten können.

(Quelle und Bild: Upload VR )

Der Beitrag Maestro VR: Haptischer Handschuh mit künstlichen Sehnen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

CES 2018: Contact CI’s Maestro VR Haptic Glove Let Me Actually Feel Virtual Objects

CES 2018: Contact CI’s Maestro VR Haptic Glove Let Me Actually Feel Virtual Objects

Everyone does it the first time they try VR. It doesn’t matter if it’s a static 360 image, a passive 360 video, an immersive VR experience, or a fast-paced VR game, everyone reaches out with their hands in an attempt to touch the virtual world. This happens a lot on the Samsung Gear VR with people that aren’t very tech savvy. Even though the headset lacks a front-facing camera and has zero hand-tracking and zero haptic feedback, it doesn’t matter. VR has finally advanced enough that it can be so immersive and so convincing that we want to reach out and touch it with our hands, but conventional wisdom says that just isn’t possible yet.

Until now. Meet the Contact CI haptic glove, Maestro.

CES 2018 is a massive event that overtakes virtually all of Las Vegas and its surrounding cities with multiple convention center show floors, thousands of booths, and hundreds of thousands of people descending on the desert to learn about and talk about the latest and most cutting-edge technologies on the planet. And amidst it all I’ve gotta say that this little glove, the Maestro, may be the most impressive thing I saw all week.

Now to be clear, when I say most impressive I don’t mean that it’s super polished, or finished, or that it’s going to change the world. But this thing does something that no other device has ever done in my experience by letting me actually feel the sensation of touching things that don’t exist in the real world. And I don’t just mean it’s a glove with finger tracking — we’ve seen tons of those before. No, Contact CI have created a glove that actually simulates the tension, pressure, and push back of solid surfaces and objects as if they physically existed.

Let me explain.

See all of those wires and tendrils on the glove? They’re all connected to that base box that’s strapped to my wrist in the images on this article and they extend out into the little thimble-shaped cups at the tips of each of my fingers. They look a bit like tendons, don’t they? That’s because they are.

The team at Contact CI basically recreated a small slice of human anatomy by fabricating electrical tendons connected to a motorized faux-muscle that retracts and pulls on your fingers just like your actual muscles.

So when I’m wearing the glove and I reach out to press a button in VR, instead of my digital hand passing through the interface entirely as if I’m some sort of spectral being or like the surface is translucent, I’d feel resistance. Once my digital finger collides with that virtual button, the motors and electric tendons in my glove pull back on my finger in the real world, telling it that it’s just collided with something that has mass, which causes me to subconsciously stop pushing forward. By employing a mixture of visual and physical cues that look and feel super, super close to the real thing, my mind is telling my finger, “You just pressed a button so stop pushing your hand forward,” and that’s exactly what happens.

It’s incredible.

Imagine playing a game like Star Trek: Bridge Crew using these gloves. Instead of accidentally phasing through the desk, innacurately jittering around the interface, or never being sure if you actually pressed a button or dial correctly, these gloves could completely change that. Each one of those buttons you press and switches you flick would result in believable, physical feedback.

During my demo with the glove I tried out a brief VR experience using an HTC Vive with a Vive tracker attached to the back of the glove for positional tracking. I completed a series of calibration steps that had me twisting my hand and flexing my fingers before things got started and then I was off.

The demo consisted of a small table in front of me with a collection of balls, cylinders, and cubes. I reached out and first tried to grab a cylinder. At first my fingers bumped the edge of the table when I was reaching over and I felt the electronic tendons recoil my muscles backwards, causing me to flinch. I honestly thought I had hit something in the real world room I was standing in for a second before I realized what had happened.

Eventually I was able to curl my fingers around the cylinder, squeeze, and pick it up. There is no way to artificially simulate weight of course, but I could feel the pressure on the tips of my fingers as I held it. Once I opened my hand the pressure subsided and the cylinder fell to the table once again.

After that I flicked a ball with my index finger and watched it roll around. Using the palm-side of my hand I brushed my fingers lightly against the cubes and balls just to ever so slightly feel the pressure increase letting me know it was a solid object.

Remember how I said I had to calibrate the glove before the experience started? Well, as great as the haptic feedback was (and believe me — it really was something remarkable) the finger tracking was a different story. Picking up objects was often tough and inaccurate and it never really seemed like it could tell how I wanted to move and curl my fingers. Even older finger tracking systems like Manus did this bit better. However, that isn’t a huge deal to me — finger and hand tracking has been solved and just needs some cleaning up and polish. The fact that the only issue is something that minor is worth noting.

Contact CI is not interested in creating a consumer-grade product at this time since they’re such a small (currently less than 10 employees) company. Instead, they’re looking to partner with headset manufacturers and input system developers to work out the inclusion of their haptic and hand solutions into the next generation of VR input methods. From what I saw at CES this week the Maestro is clearly a little ways away from being ready for anything like that, but platform creators such as HTC and Facebook’s Oculus should certainly take note.

Let us knwo what you think about the glove and any questions you might have down in the comments below!

Tagged with: , ,

Contact CI Looks to Crowdfunding for Haptic Gloves

Cincinnati based Contact CI is focused on making virtual reality (VR) tangible via natural touch. The startup has announced that everyone can now invest in a vision of the future, thanks to a campaign with the equity crowdfunding online platform SeedInvest.

Contact CI Maestro glove

Contact CI’s Maestro glove is a mechanical motion capture system. Combined with flex sensors, the device allows for low latency tracking free from occlusion. This means acute gestures and complex interactions can be captured accurately and used as input commands for software and videogames. VRFocus has previously been hands-on with prototype editions of the Maestro glove, and came away impressed.

“For VR to reach its ultimate potential as a computing platform, the limitless and immersive environments need to feel life like,” stated Craig Douglass, Co-Founder & CEO Contact CI. “Our work is focused on enabling virtual reality experiences to be as tangible as the natural world. To improve simulation training capabilities, enable physical feeling virtual handshakes, and create higher levels of presence in VR, we are seeking to raise a seed round with the equity crowdsourcing platform SeedInvest.”

Contact CI has already benefited from two rounds of pre-seed funding, accumulating a total of $410,000 USD. Through SeedInvest, the company aims to push towards full scale operations, further developing the Maestro haptic data glove and continuing in-market partner testing and application in pilot projects.

“Our selected Alpha partners have all received Maestro gloves and begun the first in-market use of our haptic technology,” Douglass told VRFocus. “The insights we have garnered from the alpha testing program have been tremendously helpful. As a prime example of this, the video below features a prototype glove, post alpha, with reduced size and improved reliability.”

SeedInvest is an equity crowdfunding platform opening up access to venture capital and angel investing to everyone. Accepting just ~1% of startups that apply, SeedInvest has helped over 220 companies raise capital, and built a rapidly growing network of over 200,000 investors.

You can find Contact CI’s SeedInvest page here, and more details on the company’s official website. VRFocus will keep you updated with all the latest details on the Maestro from Contact CI.