HTC Highlights Vive Cosmos Controllers In New Video

HTC Highlights Vive Cosmos Controllers In New Video

We still have much to learn about the HTC Vive Cosmos. But this new video gives us another look at its promising controllers.

The Vive Cosmos controllers are designed to be used with the headset’s onboard cameras. This enables full 6DOF inside-out tracking without the need for external sensors as seen with the original Vive. The cameras follow the illuminated lights that sprawl around the tracking ring, which circles around the top of the device.

But that’s not all. The Vive Cosmos controllers are also HTC’s first to use analog sticks instead of trackpads. There’s also the usual trigger button, but it’s got a button above that too. They look like the L1/R1 and L2/R2 buttons seen on a PlayStation controller.

Cosmos itself is set to release later this year. It can run on a PC, but HTC is also hinting that it will plug into a phone to offer VR on the go. It’ll be HTC’s first device to run on the Vive Reality System platform. We don’t know how much it’ll cost, nor its exact release date just yet. Elsewhere, HTC also announced a brand new headset today. It’s called the Vive Focus Plus and it follows up on the original standalone headset from last year with its own 6DOF controllers.

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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!

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FinchShift 6DoF Controllers To Work With Any Vive Wave Headset, Demo At CES

finchshift controllers

Finch Technologies announced today that it partnered by HTC to allow their 6DoF controllers to be compatible with any VIVE Wave headset. Qualcomm also tested the controllers and confirmed their compatibility with its VR845 reference headset.

VIVE Wave is HTC’s platform (OS, runtime & SDK) for standalone VR headsets. It has already been adopted by 15 hardware manufacturers (mostly in China). That means that these controllers should work with HTC’s $599 Vive Focus standalone headset.

What’s unique about the FinchShift controllers is that they can work without any cameras at all, even on a 3DoF headset. The controllers mainly rely on their accelerometer and gyroscope (collectively called the IMU) rather than an optical solution. Normally, pure IMU 6DoF tracking is not possible. But Finch utilizes dual armband straps which also have IMUs. The tracking from the headset and the four devices combined with a skeletal model is used to derive an estimate of the positions.

Finch claims that their controllers have 2mm – 25mm accuracy and 27ms latency. These are not impressive numbers. Controllers like Oculus Touch and HTC Vive wands boast sub-mm accuracy and around 2ms latency.

However, if the headset does have cameras, the LEDs on the controllers will activate and be tracked by them. This should improve tracking quality, although the positioning of the LEDs on the main handle rather than on a tracking ring will likely mean they are often occluded.

The FinchShift controllers can currently be preordered for $249. This is a steep price given that competitor Oculus Quest will include controllers at $399, but perhaps it will come down over time.

We have an appointment to try the FinchShift controllers at CES. We’re skeptical of some of the company’s claims, but excited to see what they have to show. We’ll post our detailed impressions after the demo.

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Tactical Haptics ‘Reactive Grip’ VR Controllers Are Now Production Ready

Tactical Haptics ‘Reactive Grip’ VR Controllers Are Now Production Ready

Tactical Haptics today announced the new production-ready design for their haptic VR controllers which adapt the shape of their grip to make using virtual objects feel more real.

The company originated from a 2013 Kickstarter. While the campaign was unsuccessful, the company believed its idea was so good that they continued developing the project anyways. Since then, the company has been refining its technology and design. Today, it’s ready for full production.

Whereas most VR controllers simply deliver vibration feedback, these controllers each have three metal plates inside their handles which move up and down to replicate motions and forces on the object you’re holding in that hand. For example the feeling of hitting an enemy with a club, opening a door by its handle, or just the weight of an object moving around in your hand should all feel more convincing than they do on Touch or Vive controllers. The controllers have been designed from the start to work with multiple tracking systems.

In recent years affordable 6DoF controllers have become standard across much of consumer VR. As such, the company has pivoted to the location-based VR and VR training markets. Location-based experiences have higher budgets for hardware to create a more immersive experience than consumer VR, whereas training experiences often need better haptic feedback to accurately represent the real life object they’re training for.

Last year, IMAX decided to use Tactical Haptics controllers for its Justice League location based VR experience, made in partnership with DC Comics. They have been using a “minimum viable product” (MVP) version of the controllers for this.

Whereas the MVP controllers were designed to accommodate the specific tracking systems the company wanted to support directly, the new ones instead have a general magnetic socket. Third parties can make adapters for this socket to allow the use of tracking hardware like Oculus Touch, HTC Vive trackers, Windows MR controllers, OptiTrack, or future tracking hardware. The company tells us that this allows the controllers to be smaller, cheaper to manufacture, and more future proof.

The company is currently seeking new partnerships with location-based VR and training VR companies, and will be announcing more details early next year. We’re excited to see advanced VR controller haptics spread to more VR locations, and hopefully one day the consumer market too.

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Pimax Controllers Look A Lot Like Valve’s Early ‘Knuckles’ Prototypes

Pimax Controllers Look A Lot Like Valve’s Early ‘Knuckles’ Prototypes

China-based VR company Pimax recently put up a listing on its website for upcoming controllers for its “5K Plus” and “8K” PC headsets. Pimax plans to ship them sometime next year paired with base stations for $300.

In its 2017 Kickstarter for the “8K” ultra-wide FoV VR headset, Pimax promised simple VR controllers for $200 extra, with buttons, a thumbstick, and trigger, however the ergonomics did not seem to match more advanced VR controllers like Oculus’ Touch and Valve’s “Knuckles” prototypes.

Pimax original controllers from the Kickstarter.

In April of this year, Pimax scrapped its old controller design and revealed new ones, seemingly based on Valve’s early “Knuckles” prototypes of the time. The new controller promised an ergonomic design and is strapped onto the user’s hand directly, letting them open their hands and throw objects naturally, as well as a grip button and capacitive finger position detection.

Valve’s early “Knuckles” design.

With the recent store listing, Pimax has now refined its design. While they should have input parity with HTC’s Vive wands, the lack of a thumbstick may put some potential buyers off, and may be missed in a future where Oculus Touch and “Knuckles” could dominate the PC VR install base.

This animation shows the Pimax controllers compared to Valve’s latest “Knuckles” design. While Valve made significant changes to “Knuckles”, adding a thumbstick and 2 buttons as well as changing the trackpad into a “track button”, Pimax kept with the same basic design as the earlier “Knuckles” prototypes. It is possible Pimax chose not to emulate Valve with the final design simply because the controllers were too far along in development, or because they prefer this iteration. We reached out to Pimax to ask about the inspiration for the controllers but we didn’t hear back.

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Hands-On With The Talon Smart Ring Controller

Hands-On With The Talon Smart Ring Controller

The VR market is still trying to figure out the best way to reach out and interact with the virtual world. For PC VR users the Oculus Rift has the Touch and the HTC Vive has its wands, PSVR users get the Move controllers, and Daydream or Gear VR users have their own controllers as well. Even Oculus Go is shipping with a controller of its own too.

With hardware manufacturers taking input methods into their own hands (pun intended) that cuts out a lot of the third-party solutions companies were developing back at the start of consumer VR’s boom. This seeming lack of need isn’t stopping Titanium Falcon’s Talon Smart Ring though.

As it stands, the Talon Smart Ring isn’t a VR-specific device. When I met the company in San Francisco for a hands-on (or is it finger-in?) demo for myself, they mentioned a wide variety of use-cases from controlling music on your phone, syncing up with smart home appliances, or just interfacing with pretty much any bluetooth-enabled device.

The Talon Ring supports “9-axis motion control” and has a battery life of up-to four hours of continuous use. With a reported mission of “fitting big tech into tiny spaces” the company has definitely done a remarkable job. The buttons along the side of the ring make it easy to tap and activate with the sides of my other fingers or my thumb when curling my hand.

While not quite as accurate or powerful as something like the Oculus Touch, it performed on-par with the motion controller solutions of the Gear VR and Daydream. I tried a handful of demos, one focused on shooting basketballs and the other a wave-based combat game where I had a sword to attack enemies.

During my demo the Talon was synced to a Gear VR. The basketball game, while addictive, suffered from some accuracy issues. There were two different modes, one that used your head for aiming and one that used the ring itself for aiming. The head-aimed version was a bit easier, but the ring-aimed version felt more difficult only because of inaccuracy. It seemed to have a lot of drift and required recalibration and centering for more often than I would have liked.

The wave-based combat game worked fine, but wasn’t very inspiring. Overall the demos did a fine job of showing me what the Talon could do for VR apps, but that doesn’t seem to be the ideal use-case. I’m just not sure who the Talon is for in the VR market since every headset already has a dedicated motion controller that performs better. The only real exception I can see are accessibility issues or if the sensation of “holding something” would ruin the immersion.

That being said, my impressions are based on a limited demo. If you’re curious to learn more you can check out the official Titanium Falcon Talon Smart Ring controller website.

You can also pre-order the ring for $129.

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Microsoft Research Shows Haptic VR Add-On That Links Motion Controllers

Microsoft Research Shows Haptic VR Add-On That Links Motion Controllers

The HTC Vive wands and Oculus Touch controllers do an amazing job of bringing our hands into VR, but they share many issues, including how to handle two-handed objects. However, a new project from Microsoft Research is addressing this issue with Haptic Links.

Picking up objects in VR that would likely require two hands in the real world can feel strange. Using a rifle, for example, often asks the player to imitate holding the trigger of the gun with one hand and the barrel with the other, which doesn’t feel very immersive. Haptic Links, however, connects your two controllers with convincing haptic feedback when you’re holding a two-handed object while allowing for the full usual range of motions when your hands are free or holding smaller items.

As explained the video above, Haptic Links uses electro-mechanically actuated physical connections that will simulate variable stiffness when holding something like a shotgun. Use dual-wielding pistols and you’ll play VR shooters as normal but, upon picking up a larger weapon, Haptic Link aligns your controllers and becomes rigid, allowing you to realistically aim and fire without feeling like you’re playing with thin air.

But it’s not just for rifles; Haptic Links’ variable stiffness also allows for accurate feedback when drawing an arrow on a bow, for example, while another variation of the device is even able to hold the form of a steering wheel for a car. You can also simulate the size of objects when grabbing them from either side by preventing the user from moving their hands closer together.

Of course, this is all prototype work and not anything like a final product, this is a pretty compelling and versatile way of further maintaining immersion inside VR. Of course, peripheral looks expensive and complicated, but with further optimization, we’d be very intrigued to see this as a consumer product.

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This VR Controller Mod Shifts Weight To Simulate Objects

This VR Controller Mod Shifts Weight To Simulate Objects

We all know that bringing your hands into VR is an amazing experience, but picking up objects like swords or guns can be a little underwhelming. Currently controllers like Oculus Touch or the HTC Vive wands are unable to replicate the weight and shape of interactive items in the virtual world, but this intriguing mod gives them that ability.

Nyoibo is an experimental mod from 3D designer Manuel Rosado that attaches to the top of a Vive controller. The mechanical device consists of several weights that can expand and retract to distribute weight in relation to a virtual object you’re holding. Pick up a rifle, for example, and the weights will unfold from the end of the controller, bringing the heft you’d expect from holding the gun. Switch to a smaller weapon like an Uzi, though, and the device will fold back up and realistically simulate the shift of weight when firing. The device works with a Unity plug-in to communicate with games.

Check out the prototype in action in this video below.

It’s quite an elaborate solution but could be an effective means of getting rid of the toy-like feeling of picking up objects in VR. I know I’d certainly like to play Skyrim VR with controllers that actually felt like a sword and shield that could dynamically shift over to the weight of a bow and arrow.

Currently Rosado is working on a final version of the device with a reinforced base and joints. If the reaction to the device proves positive the developer will consider a Kickstarter crowd-funding campaign to turn it into a product.

Oh and, yes, Nyoibo is named after Goku’s extendable staff in Dragon Ball.

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