Vive Trackers Can Turn The Manus VR Gloves Into Position Tracked Controllers

Vive Trackers Can Turn The Manus VR Gloves Into Position Tracked Controllers

Editor’s Note: In this weekly column, David Robustelli will breakdown the latest rapid prototype he and his team at CapitolaVR have created for VR and/or AR. They are responsible for games like Duckpocalypse as well as prototype projects such as HoloLens Golf, Gear VR Mirroring, and Pokemon GO for HoloLens. Check back each weekend for new prototypes! You can see the previous entry here.

For this prototype we worked on a concept together with the VR Room, an Amsterdam based Arcade hall offering custom made VR experiences. We wanted to test and research if the Manus VR Gloves could be an added value to the users game experience. The Manus VR gloves are gloves which can track the motion of the user’s fingers. The Manus VR gloves are not capable of positional tracking, only hand rotation and finger movement. Therefore, we made DIY straps and attached HTC Vive trackers to it. These straps can be placed on the wrists of the user. With these trackers, the position of the gloves could also be tracked.

The idea was to have meaningful interaction in a VR environment. We decided to make a VR shooter, but with a twist. The player can shoot bullets by making “shooting” movements with their fingers, as if they were using a gun. Also, players can block enemy bullets with their hands. Last, but not least, when the user puts his hands together, the player will charge a massive blast. This blast can be shot when the player pushes his hands forward when fullycharged.

The Manus VR gloves gives the user numerous ways to interact in VR. We’ve just explored the tip of the iceberg when it comes to these special input devices. We hope to create a lot more intuitive, innovative ways to interact with these gloves.


This is a guest post not produced by the UploadVR staff. No compensation was exchanged for the creation of this content. This contribution was provided by David Robustelli, Head of Digital at CapitolaVR

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Hapto Is A Bizarre VR Controller With Haptic Feedback

Hapto Is A Bizarre VR Controller With Haptic Feedback

Perfect VR input needs precise control and realistic feedback, two things that are difficult to balance with modern technology. Hapto thinks it has the answer, though it creates a few questions of its own.

This new motion controller is completely different the the Oculus Touch, Vive wands, or VR gloves. Hapto looks more like a bracelet for your hand. Inside are 20 ‘pushers’ that will press up against the palm of your hand to simulate touching objects in VR. There are also four buttons at the end of the controller for your fingers to push.

It’s also got low latency motion control, though it’s not clear if it offers six degrees of freedom (6DOF) like on Rift and Vive, or 3DOF as seen with Daydream and Gear VR. It supposedly connects to each of these headsets as well as other mobile headsets, with PlayStation VR (PSVR) and HoloLens support also in the works. Apparently the controller can work with over 300 Open-Source Virtual Reality (OSVR) supported games already. It connects to Android 5.1 on smartphone and is tracked via web-cam on PC.

The kit apparently offers two hours of battery life and weighs 238g. It looks a little like a toy, but the video below shows the wiring that powers the pushers.

Hapto has an IndieGoGo crowd-funding campaign running right now, and it’s already raised over $15,000 of its $25,000 goal, but the campaign page doesn’t actually show any footage of the device really working within VR. There’s an overly-produced pitch video and some testimonies from users, but nothing that actually shows how it looks in-game. There’s a lot of promises here, so we’re eager to find out if Hapto actually delivers.

We’ve reached out to Hapto to find out a little more about the device.

Early bird backers will be able to get a Hapto for $129 plus shipping costs, while the standard edition goes for $149. The retail price, meanwhile, will be $249. Estimated delivery is in March 2018.

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Microsoft Reveals Motion Controllers For Windows VR Headsets

Microsoft Reveals Motion Controllers For Windows VR Headsets

In a keynote today Microsoft is revealing a long-awaited missing piece of its Windows mixed reality platform – motion controllers.

We still don’t have many details on the new controllers beyond the fact that they are said to offer full six degrees of freedom  — like Oculus Touch and Vive’s wands — but that they need to be in sight of the headset’s outward-facing cameras and sensors to be fully tracked. According to Microsoft, the controllers would be shown on stage at its keynote but wouldn’t be available for hands-on demos at its Build developer conference this week.

The controllers will be bundled with an Acer mixed reality headset later this year for around $400. This brings the bundle $200 under the price of the Oculus Rift and its Touch controllers. While this price difference is significant, the Acer headset uses LCD panels which may result in significant differences to the overall experience when compared with the panels used in Oculus Rift and HTC Vive.

We obviously don’t have any hands-on experience with the new controllers — we aren’t even sure whether the lights depicted in the images supplied by Microsoft are visible during use — but it is likely the hand controllers will differ significantly from the current controllers on the market because of the different tracking technologies employed.

Inside-Out versus Outside-In

Microsoft’s HoloLens is a $3,000 entirely self-contained wearable computer that delivers augmented reality (AR) rather than virtual reality (VR). It augments your view by letting you see the world around you with digital elements layered into it. While packing an entire computer into the headset raises its price, HoloLens was also first to market with a breakthrough technology called inside-out tracking. Google, Facebook and others have yet to match this technology but are working hard at it.

Inside-out tracking means no external cameras (as used by Oculus Rift) or laser-emitting boxes (as used by HTC Vive) are needed. These current solutions on the market are called outside-in tracking because they essentially track an object’s precise location from the outside-in.

Microsoft is bringing its inside-out tracking pioneered on HoloLens to a whole line of VR headsets being produced by partners. The approach decreases the setup complexity of a system — making it easier to get in and out of VR — and should also decrease the cost of hardware because fewer parts are needed.

A Beautiful Moment With Outside-In Tracking

In a game called Longbow made by Valve Software you wield a bow and arrow and defend a castle from incoming minions. Behind you atop the castle wall there’s a fire burning. One of my favorite moments in VR is when I realized I could hold an arrow in one hand and, without looking, move the tip of the arrow over the fire to give myself a flaming arrow that can do more damage to the incoming minions.

The first time I did this with an HTC Vive I didn’t know if it would work. When I realized it did work, I found it incredibly empowering. I could survey the incoming wave of enemies like Legolas and, while calculating my next shot, catch my arrow on fire without looking away from the battlefield.

This may not be possible with Microsoft’s controllers, though. According to Microsoft the controllers have an inertial measurement unit (IMU) and use inverse kinematics to allow for some tracking when they’re not in the camera’s view.

What Will These Controllers Be Good For?

The scenario described above is not a common one . We are so often looking at our hands when we grab or move something. Still, the design of these controllers might not allow it, meaning at the very least developers will need to take into account whether or not someone is looking at an object to interact with it.

Overall, the question of what applications will be best suited for these controllers is top of mind. We can’t wait to get our hands on a pair so we can get a better picture of how they might be used.

Clarification: Post updated with additional information  about how the controllers track.

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How I Modded Oculus Touch So They Are Similar To Valve’s Knuckles Prototypes

How I Modded Oculus Touch So They Are Similar To Valve’s Knuckles Prototypes

Editor’s Note: If you try this at home, do so at your own risk. 

We’ve known for some time now that Valve has been experimenting with motion controllers that strap to your palms, a design that presents interesting possibilities for a more natural grabbing and throwing experience. Oculus decided to go a different route for their consumer version, even though they also experimented similarly. Nonetheless, I thought that the physical design of the Touch controllers looked ideal for a very simple mod that would attach them to your hands. Now I’ve actually come up with several approaches, two of which work decently, and one of which is so simple that I think everyone, even non-enthusiasts, could at least try. All it really takes is a single rubber band, and some foam or cloth padding. The harder ones use gloves and minimal sewing. There are advantages and disadvantages to the mods, but first, here are the instructions for the simplest.

Step 1: Get an Oculus Touch controller and a rubber band that’s around 9 cm long, relatively “wide”, and high-friction. Then tie the rubber band to the controller wrist strap.

Step 2: Loop the connected rubber band under and over (not over and under) the tracking ring, then around the wrist strap.

Step 3: Hook the rubber band onto the bottom of the controller. The high friction of the rubber band should keep it in place.

Step 4: Adjust things so that the rubber band is what is hooked onto the tracking ring, not the wrist strap. This is critical because the friction of the rubber band keeps it there reliably during play.

Step 5: Add some padding to the strap. I used cloth, and it managed to stay in place by itself, but you may use something you’re more comfortable with.

Step 6: Wear the controller. If it feels too loose, add more padding. If it feels too tight, use a longer rubber band. These ways of adjusting tightness for yourself enables you to preserve the high-friction positioning between the rubber band and tracking ring.

Step 7: Be aware that if you go without padding, the strap may be too floppy, or it may be so tight that it digs into your skin. You can try without padding if you want to get a quick impression, but it’s not recommended.

Step 8: Try it out, and if you like the experience, read on for an even better solution.

The advantages in this method are that it’s very simple and you gain the ability to let go of the controller. It now feels more natural to grab and throw objects in VR. You also stress your fingers less, although Oculus Touch is already a very light controller. Actually, if the controllers were heavy, this mod probably wouldn’t work well. In any case, this implementation isn’t perfect, as expected due to how simple it is, but it also has big problems.

One is that the controller can still fly out of your hand if you throw hard enough, so you should still be careful. The other is that the strap isn’t positioned perfectly with the controller. The strap in this method is positioned such that it forces your hand to grip the controller a bit differently from how you normally would. You might notice when you try it.

Touch was designed so that it fits into your hand a certain way, but my simple solution forces a slightly different position, which means your virtual hands can feel less accurate, or less real. And among various gameplay impacts, it could even mean less accurate aiming in VR, because the angle at which you hold guns would be off. Differences in people’s hand size and shape could add to the problem.

Before I came up with this mod, I thought of, and tried, some other implementations that weren’t acceptable, as they were too awkward feeling, or they made some sort of compromise, like putting glue on the controller, or straining the battery compartment lid. In the end, there are still problems with this method, but I mostly solved them with some additional work in the next two. If you try the single rubber band mod, and find the experience worthwhile, I highly recommend actually doing the implementation you are about to see right now.

Going Deeper With Oculus Touch Gloves

This one just adds in a glove and some sewing, so you do need more things, but it’s not too much, and the experience is greatly improved. What I did was get a fingerless glove that had a velcro strap, wear it, wear the modded controller, and then use my free hand to force the controller strap into a position such that I would be holding the controller in the correct way.

Then I sewed the strap to the glove using “guides” through which the strap could run. Ideally I would put one guide near the index finger knuckle, and one toward the bottom corner of the palm, right where the straps start begins to make contact with the hand, but the fake leather on my cheap gloves seemed quite frail, so I ended up sewing the guides in slightly different places, as you can see in the red circles.

It’s not optimal because it leaves more room for the controller to slide around in your hand, so I really recommend to stick as close as possible to the ends, around where the green circles are.

The gloves shouldn’t be expensive or too hard to find somewhere and buy, and the sewing is very minimal as well, because you’re just making a few loops with string. This is the most efficient mod I thought of and tried. So now you’ve seen my best result, and you can stop reading, but if you want to know about more challenges and alternatives, continue.

Challenges and Alternatives With Oculus Touch Gloves

In any case, this implementation solves the problem of inaccurate positioning, and also lets you throw as hard as you can without letting the controller fly. As it is now, holding the controller feels as natural as it did without the mod. But things could still be better. The controller is now attached to the hand, but the connection is not rigid. When you fully let go of your grip, the controller has the opportunity to somewhat twist and rotate on one axis, because only a single strap holds it in place. The instability caused by this might not be very consequential at all, but my next addition does solve the problem.

This time, I’ve added in a sort of holder, which keeps the controller stable in relation to the hand. I basically cut out a piece of thick rubber material and sewed it onto the glove. Then I looped the strap through an opening in the bottom, and did the usual steps from before, except this time I didn’t sew any guides, as the holder already does the same thing. Now it essentially feels perfect.

But of course, it was only perfect for my hands. Demoing it to other people, I observed some problems for those with small hands. They weren’t able to reach the farthest button, and weren’t able to reposition the controller in their hand to reach it. So actually the more floppy but flexible previous implementation worked better. This solution also took a lot more work. I probably spent an hour cutting, positioning, and sewing. While providing a great experience, I don’t recommend anyone doing this. Instead, the previous one is arguably good enough, or better.

Before I close off, there is one problem inherent to this type of controller that should be mentioned, other than sweat build up, and other than the tracking ring somewhat blocking your hand from opening comfortably. It is the fact that you now need to wear the controllers.

The Wearing Ritual

The wearing ritual gets more complicated. Try wearing these and then wearing the headset or taking them off. Or try grabbing a drink in the middle of playing. It adds quite a bit of fumbling. You wear one controller (using both hands), then you put on the other controller (using your other hand which now has an object in it), and then you put on the headset, while having objects in your hands. I personally found that wearing the controllers first and then trying to slip on the headset was a bit easier than the other way around, which has you blindfolded while putting the controllers on.

This problem unfortunately only gets worse as you use different attachment methods that are more stable and safe (which you would want for a consumer product), and that’s actually one reason why Oculus likely didn’t do it for the consumer version of Touch.

From a Wired article about the creation of the Oculus Touch controllers quoting Peter Bristol:

Should the device be held, or worn? (Answer: Wearing something lets you open your hand fully without dropping it, but getting the second one on—while wearing a headset, no less—made that a nonstarter. “At some point,” Bristol says, “it started feeling like a wearable thing was not going to provide as much value as it was a hindrance.”

I do sometimes find myself feeling slightly more hassled in order to use VR because of this, and end up using the controllers without the mod, but the experience was still worth it. In my opinion, the trade-offs are equally significant.

So here is where my modding stops, but there are many ways, if you want to get more complex or dirty with things, to make a better mod to achieve the goal of attaching the controllers to your hands. You could, for instance, 3D print or mold a sort of holder that clamps to your hand and has a strap, essentially mimicking Valve’s own prototype. In fact, Oculus have provided CAD files for accessory makers, so you could make use of them if you decide to 3D print a holder. You could even develop your own battery compartment lid that integrates with such a clamping system.

I still recommend everyone with Touch to at least try the single rubber band solution and see if it might interest them further. The most stable version of my mod does, in my opinion, take things to another level, but it’s harder to do. Again, if the simple version makes you more interested in permanently using the mod, go get yourself some fingerless gloves with velcro straps, and sew some guides on there. It shouldn’t cost much and shouldn’t be too hard to do. It also isn’t permanent. In addition, there might be solutions out there even more simple and efficient than mine, yet to be discovered. So go and get modding.

Frank He is a student at UCLA who plans to study neuroscience, but is currently focusing on VR out of a life-long desire to experience digital worlds.

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Leap Motion Showcases Mobile Hand-Tracking In New Video

Leap Motion Showcases Mobile Hand-Tracking In New Video

A few weeks back I went hands-on with Leap Motion’s mobile VR hand-tracking solution, and now you can see it in action for yourself.

The video below shows a build of Leap’s Blocks demo designed for mobile VR headsets like the Qualcomm reference design it’s already been integrated into. Here users can create different shapes by pinching their hands together and then pulling them apart. They can then pick up the blocks by making a grabbing shape with their hands. It didn’t run quite as smoothly as this when I tried it at the 2017 Mobile World Congress, but I was able to do everything shown in the video.

Unlike its original sensor, released as an external add on for PCs and their compatible headsets, its latest tech is actually built inside of VR devices. That means companies that take on Qualcomm’s reference design and build their own mobile VR headsets, the first of which will be releasing later this year, can include hand-tracking within if they so choose, but are under no obligation to do so. I speculated that the optional nature of Leap’s support might well help the device in the long-run, as developers won’t need any additional peripherals to support the tech, just what’s already embedded inside the headset.

The first mobile VR headsets based on Qualcomm’s tech are expected to launch later this year. Whether or not they support hand-tracking remains to be seen.

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How Valve is Taking a Nintendo-like Approach to Virtual Reality

How Valve is Taking a Nintendo-like Approach to Virtual Reality

Valve is building hardware for virtual reality, and it’s taking cues from one of the console industry’s brightest minds.

VR is still in its early stages in terms of revenues relative to the industry as a whole, but Valve is pushing virtual reality forward by following the method that legendary Nintendo designer Shigeru Miyamoto used in the development of devices like the DS handheld or the Wii motion-controlled console. Miyamoto, creator of the Mario and Zelda franchises, has repeatedly worked on hardware and software in conjunction with one another to ensure that the company’s games and systems take full advantage of their capabilities.

Valve’s prototype grip controllers. Photo by GamesBeat/Jeffrey Grubb

Valve wants to emulate that process with SteamVR.

“One of the questions you might ask us is, ‘Why in the world are you making hardware,’” Valve founder Gabe Newell said during a roundtable interview with several media outlets including GamesBeat last week. “We’re building three VR games. What we can do now is we can be designing hardware at the same time that we’re designing software. This is something that Miyamoto has always had. He’s had the ability to think about what the input devices and design of systems should be like while he’s also designing games. And our sense is that this is going to enable us to build much better entertainment experiences for people.”

Newell said that Valve isn’t suddenly looking to make a significant profit from hardware devices because the margins are typically not great on those kinds of products. Instead, he explained that in order to move VR forward, Valve needs to think about software and hardware developing in unison.

“It feels like we’ve been stuck with mouse-and-keyboard for a really long time,” said Newell. “The opportunity to build much more interesting kinds of experiences for gamers is there, we just had to expand what we could do. But it’s not about building hardware, it’s about making bigger leaps forward by working on these things together.”

All the senior members of Valve’s VR team acknowledged that its efforts could flop because they don’t know what’s going to work. But the company thinks that any potential failure could provide useful data for anyone else working in the space, and since SteamVR is open, someone else could swoop in with a successful idea that Valve couldn’t think of.

“The presumption is that when you’re trying to build something new, you’re going to have a lot of failures,” said Newell. So you want to be in a position so you know if something could work. If you’re not failing, then you’re probably not exploring the potential space.”

But Valve is determined to do that exploring, and Newell specifically points to Nintendo as an example of how to do this kind of experimentation.

“Because you can always be surprised,” said Newell. “Personally, I thought the DS was kinda stupid. I thought Sony was going to crush Nintendo in that generation of handheld devices. I was totally wrong. I hadn’t worked on it. I hadn’t tried to design any games for it. And clearly the DS ended up the winner.

“On the flipside, the first time I played Wii Sports, I was like, ‘Oh, my god — there’s so much potential here.’ But it turned out that Wii Sports pretty much nailed it, and that was it. And there was less innovation that I expected.”

So Newell is wary of his initial instincts.

“You can still find out that there was more or less [to an idea] than you thought,” said Newell. “And you find out by making a bunch of experiments and getting a bunch of other people to try things. And the assumption is that as we continue this ongoing evolution of game design, tools, and hardware, we’re going to find stuff that really creates game experiences that take advantage of the unique characteristics of VR.”

And so Valve will keep iterating on its hardware and software, and everyone will get to see if the company ends up with a success like the Nintendo DS or a flop like the Wii U. Either way, Newell and his team are prepared.

This post by Jeff Grubb originally appeared on VentureBeat. 

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Vive Tracker Includes USB Add-on To Connect The Additional Accessory

Vive Tracker Includes USB Add-on To Connect The Additional Accessory

HTC recently released a document (PDF) detailing how its upcoming Tracker is supposed to function. The small puck-sized unit is meant to be attached to a range of objects and accessories, bringing physical guns, baseball bats, phones, cameras and much more into virtual reality with you.

The Tracker holds enormous promise for extending 1:1 physical simulation to a wide range of activities. An example we saw at CES was a firehose, with the Vive Tracker attached to the end for a realistic firefighting experience.

The system could dramatically lower the cost for high-end simulation systems that look, sound and feel very much like the real thing. The device could potentially lower the cost of training so a wide range of professionals could practice their jobs using VR. The Tracker could also dramatically expand the types of games seen at VR arcades. Imagine, for instance, batting cages, but instead of mechanical arms throwing the balls, batters are swinging at virtual pitches.

Owners of the HTC Vive who have the headset in their homes already will also benefit from extra accessories as well. The Trackers should be compatible with the base stations and headset already in the homes of HTC Vive buyers. We’ve also confirmed with HTC that a Tracker can connect wirelessly through the headset in place of one of the existing Vive controllers. In addition, though, the Tracker will ship with a USB add-on that plugs into your PC to wirelessly connect the unit. This should make adding the Tracker and its related accessories relatively easy for most setups since you won’t have to disconnect your existing controllers to add the new piece. That said, if you did want to save the extra USB port on your PC and only use the new accessory, you could do so through the headset’s connection and leave out the traditional controller, according to HTC.

We can’t wait to see how these devices end up changing the VR ecosystem when it ships in the coming months. It is also notable, however, that Oculus is attaching its Oculus Touch controllers to the Rock Band guitar so that object can be tracked in VR as well. Could that be the first of many tracked Rift accessories?

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