2021 in Review: Games, Experiences and Technology

2021 was a stand out year for XR. Both virtual reality (VR) and augmented reality (AR) saw some technological leaps, some great videogames and a glimpse of the future. Both technologies are shaking up several industries while laying the foundations for the metaverse. To celebrate the year, we’ve chosen some of our highlights as we look forward to what 2022 might bring.

After the Fall

Probably the biggest VR launch of 2021, After the Fall brings zombie-slaying back and makes it more fun than ever. With co-op modes, cross-platform play and constant action, it’s a title that feels perfectly at home in VR. The game is gorgeous – aside from the grisly zombies – and playing on high-end hardware ensures a smooth experience. The intuitive controls allow for a great experience, and while there are some minor flaws, After the Fall is set to be one of the biggest and best VR games in recent years.

After the Fall

Resident Evil 4

The best Resident Evil game finally has a VR option! Armature brought everything that made the game such a standout success and revolutionised it with plenty of accessible VR additions. We loved the new interactive features; cocking and reloading the weapons, the malleable storage system, pulling grenade pins, all of these bring the action to life like never before. While it’s not the prettiest game, thanks to the browns and beiges of the original game, it’s still a great spectacle to behold.

Ragnarock

VR often brings out the best in rhythm games, mostly due to the accelerometers embedded in the controllers. It gives a sense of interactivity that button presses can’t achieve. In Ragnarock, thumping away on the drums feels invigorating and refreshing. It helps that this Viking environment is backed by a soundtrack of rock and metal. Energising your boat of rowers, you bash out rhythms and melodies on small drums in the hopes of scoring well. Even when you don’t, it doesn’t feel like a chore replaying songs, because who doesn’t love bashing drums and creating a foot-tapping moment of bliss?

Ragnarock

Pikmin Bloom

Niantic Labs’ games always want us to go outside. They’re urging us to put down the mouse or controller and interact with life outside our four walls. Pikmin Bloom is its latest attempt to get us exercising and interacting with the natural world. It’s more about walking than Pokemon Go, as there’s very little need to stand around. Players must find seeds that hatch into cute Pikmin then nurture the relationship by walking, with the app counting steps. It’s a very sedate experience, it’s one that teams up with the nature around us offering a peaceful escape from our world.

The Climb 2

If there’s a better looking videogame in VR, we haven’t seen it. And we’ve played a lot of games! The Climb 2 is a stunning view, whether climbing snow-capped mountains or high rise skyscrapers. Stopping every few minutes to appreciate the scenery is a joy, and that’s no surprise given the game is running on the Crytek CryEngine. Perhaps better than the view is the feeling of adrenaline when climbing, leaping and saving yourself from a deathly fall. The game gives a light workout to your arms, but it’s entirely welcome. The dynamic objects which could spell disaster at any second keep your heart in your mouth and your fingertips gripping on for dear life. The Climb 2 sounds sedate on paper, but in (virtual) reality it’s a nerve-shredding experience!

The Climb 2

VR/AR Concerts

Sadly, in 2021 the global COVID-19 pandemic is still a thing. This means that artists, musicians and film studios are looking for new ways to interact with fans. VR and AR experiences are a booming business and a guaranteed path to extra revenue in a world where concerts are being cancelled or moved from date to date. Through VR apps like Oculus Venues and MelodyVR, you can still attend the gigs of your favourite stars. Megastars Billie Eilish, Lewis Capaldi and Khalid are leading the way, and the adoption of low-cost headsets will make these experiences even more common in a post-pandemic world.

Wizards Unite is Closing

Sometimes you can have too many eggs in a basket. Niantic Labs has seen massive success with their headline game Pokemon Go and their latest release, Pikmin Bloom. This has perhaps overshadowed Harry Potter Wizards Unite; it certainly didn’t help that players didn’t shift from pocket monsters to waving magic wands. Wizards Unite just wasn’t sustaining itself, making $39.4 million in lifetime revenue compared to the $1.1 billion from Pokemon Go in 2021 alone. Sometimes a smash hit brand just isn’t enough.

Harry Potter: Wizards Unite teaser

Haptic Feedback

As VR technology evolves, so too does the need and want for more haptic feedback. We’re beyond rumbling controllers and racing seats that thud and jerk along with a game. Companies like HaptX, Meta and Tesla are all investing heavily into technology that will encompass our entire bodies; gloves that mimic the pressure and weight of physical objects when in a digital world; bodysuits which can react to impacts or environmental changes in a metaverse space. Each of these companies showcased their tech in 2021 to the astonishment of pretty much everyone, for better or for worse.

Facebook rebrand

If you somehow missed Facebook rebranding to Meta, you must have been living under a rock! Mark Zuckerberg shook up the tech world by announcing his company Facebook would now be known as Meta. Why? Because he envisions the future of the internet as the metaverse, a term first coined in the novel Snow Crash by Neal Stephenson. This future, according to Zuckerberg, will be an extension of our physical selves into the digital landscape of web 3.0, through VR and AR technology. Meta wants to help usher in this technological revolution using its power, influence and money to research and launch new hardware and software which will take us into the next evolution of the internet. 

Meta - Zuckerberg

Metaverse

The metaverse is here! Well, kind of. The latter half of 2021 has been awash with talk around a metaverse. What was once a concept that few people acknowledged has now become a buzzword that even your grandmother knows (Thanks Facebook… oh, Meta). Whatever your thoughts on the metaverse, it’s coming up fast. In fact, to some, it’s already here. If you’re playing Fortnite or Roblox then you’re already on the first rung of the ladder, and projects such as Somnium Space, Decentraland and The Sandbox are waiting for you to jump in. This ownership driven, decentralised digital space is an important change to the way we use the internet. Are you ready?

Unreal Engine 5

2021 finally saw the release of Epic Games’ Unreal Engine 5, bringing a dearth of powerful development tools to the industry. With so many developers utilising Unreal Engine to create their projects, this new iteration gives us a glimpse of what’s to come over the next decade. Launching with an interactive ‘“experience” collaborating with The Matrix Awakens, players and creators have seen the potential and it’s revolutionary. The level of detail and fidelity UE5 will bring is likely to change the landscape of games, from battle royales to VR puzzlers.

Unreal Engine 5

Sony’s 8K headset

As reported by our very own Peter Graham, Sony unveiled a prototype VR headset with not only 8K visuals (4K per eye) but also ultra-low latency. This bodes well for the company’s future, given they are soon releasing an upgraded VR headset for the PlayStation brand. Will we see this fidelity over there? It’s unlikely, but the new technology could make waves in industrial and medical avenues. This jump in technology bodes well for the future of Virtual Reality.

Niantic Lightship

If you’re an AR developer, then 2021 was a good year. Niantic Labs, the company behind pretty much every hugely successful AR mobile game, released their ARDK tools for developers to use. What does this mean? Well, it means that the software they use for their titles, including mesh mapping and semantic wrapping, two features that track and map the world seen through a smartphone camera, as well as their multiplayer API, can be utilised by any development team. This sharing of technologies can only benefit the AR community as a whole and further achieve great things in the world of AR.

Niantic Lightship

AR/VR in medicine

Many see Augmented and Virtual Reality as something built for games and experiences. Contrary to that view, both AR and VR are breaking down barriers in the world of medicine. Therapists are using VR to virtually visit their clients or help PTSD sufferers acclimate to the world. AR helped frontline workers learn how to care for those ill with COVID, using phone apps to triage patients when needed. Back in the virtual world, surgeons are completing spinal surgeries and trainee medical students are learning how to intubate patients using the technology rather than plastic dummies.

Digital Influencers

In 2021, the world of influencers got a bit more digital and a bit more creative. Since the advent of social media, influencers have become ubiquitous with the software – a selection of people touting products for corporations. However, with graphical software innovations, virtual and augmented reality, plus motion capture, we can now find digital avatars living the influencer life. Though right now, they aren’t trying to sell us anything, except maybe their art. CB from Casas Bahias, CodeMiko and Blu are amazing CGI avatars living digital lives, creating comedy, drama or interactive experiences. 

HaptX: Meta’s Glove Tech ‘Substantively Identical’ To Our Patents

Force feedback gloves pioneer HaptX says the microfluidic technologies Meta showed off yesterday “appear to be substantively identical” to its patents.

Most VR gloves simply attach tiny vibration motors to your fingers, but HaptX revealed a force feedback microfluidic prototype back in 2017. In late 2018 it announced its first product Gloves DK1, which has been used by militaries, medical schools, and corporations like Nissan for advanced training & simulation. In January it revealed Gloves DK2 which are smaller, lighter, and more comfortable with enhanced haptic fidelity. While the price is kept secret, we’ve heard it’s north of $10,000.

Meta’s blog post claimed its AR/VR interaction and input research team was formed seven years ago, with serious work on a haptic glove starting at least four years ago. It did not mention HaptX.

Here’s the full statement from founder & CEO Jake Rubin:

Over the last decade, HaptX has pioneered the field of microfluidic haptic feedback. Our award-winning technology has been widely covered in the popular and technology press, and we’ve worked tirelessly to develop and promote the unique benefits of microfluidics as an approach to high-fidelity haptic feedback. With the longstanding dedication of our engineers, developers, and investors, we have also secured an industry-leading patent portfolio to protect our technology and products.

In interacting with other companies in the VR industry, we have always believed that cooperation is paramount to the development of the industry as a whole. Over the years, we’ve hosted many engineers, researchers, and executives from Meta to demonstrate our groundbreaking haptic technology.

Today, Meta announced their own prototype microfluidic haptic feedback glove. The core components of this prototype, including the silicone-based microfluidic tactile feedback laminate and pneumatic control architecture, appear to be substantively identical to HaptX’s patented technology. We welcome interest and competition in the field of microfluidic haptics; however, competition must be fair for the industry to thrive.

While we have not yet heard from Meta, we look forward to working with them to reach a fair and equitable arrangement that addresses our concerns and enables them to incorporate our innovative technology into their future consumer products.

Notably, Rubin claims Meta engineers, researchers, and executives visited HaptX over the years to view its patented technologies and suggests Meta is passing off the microfluidic laminate and pneumatic control technology as its own idea despite being “substantively identical”. Rubin seems to be implying Meta will need to license these patents if it ever plans to ship a product using these technologies?

If Meta does plan a gloves product, it will be up to the legal system to decide whether it infringes HaptX patents. But if Rubin’s claims are true, at the very least Meta’s blog post may have misrepresented the originality of its work on this problem.

The VR Job Hub: Meta4 Interactive, Haptx & Ultraleap

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Montreal, Canada Meta4 Interactive Senior Technical Game Designer Click Here To Apply
Montreal, Canada Meta4 Interactive Technical Artist Click Here to Apply
Montreal, Canada Meta4 Interactive Generalist Programmer Click Here to Apply
Montreal, Canada Meta4 Interactive Level Designer Click Here to Apply
Montreal, Canada Meta4 Interactive 3D Modeler for VR Click Here to Apply
San Luis Obispo, CA or Redmond, WA HaptX DevOps Engineer Click Here to Apply
San Luis Obispo, CA HaptX Hardware Designer Engineer Click Here to Apply
San Luis Obispo, CA or Seattle Area HaptX Manufacturing Test Engineer Click Here to Apply
San Luis Obispo, CA or Seattle Area HaptX Mechanical Engineer Click Here to Apply
San Luis Obispo, CA HaptX Product Manager Click Here to Apply
San Luis Obispo, CA or Redmond, WA HaptX Software Engineer (Game Engine Integration) Click Here to Apply
Remote HaptX Account Executive Click Here to Apply
Mountain View, CA Ultraleap Director of Sales & Business Development Click Here to Apply
Bristol, UK Ultraleap EMEA Sales Manager Click Here to Apply
Bristol, UK Ultraleap C# Engineer Click Here to Apply
Bristol, UK Ultraleap C++ Software Engineer Click Here to Apply
Bristol, UK Ultraleap Full-Stack Cloud Engineer Click Here to Apply
Bristol, UK Ultraleap Reliabilty Engineer Click Here to Apply
Bristol, UK Ultraleap Research Engineer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

HaptX Advances Vision for Full-Body Haptics With Haption Partnership

HaptX Gloves DK2

HaptX makes some of the most formidable haptic gloves around thanks to the company’s microfluidic technology – just take a look at the HaptX Gloves DK2 for proof. But the company isn’t focused purely on hands, it wants to build full-body haptic devices. To aid in that vision for the future HaptX has entered into a multi-year partnership with another haptics producer, Haption.

HaptX Gloves DK2

The French company has been making force feedback devices for a couple of decades, its current model is the Haption Virtuose 6D that can deliver up to 15 lbs. of grounded force feedback. With the exclusive partnership in place, Haption will discontinue production of its own HGlove haptic gloves marketing HaptX Gloves to their customers instead.

“HaptX has invested nearly a decade of research and development to design and manufacture haptic devices for the hand and beyond,” said Jake Rubin, founder and CEO of HaptX in a statement. “We’re excited to leverage Haption’s commercially proven Virtuose platform to help bring our transformative technology from lab to marketplace.”

The next step for both companies is to start down the route of full-body haptics, a far more challenging endeavour than just hands alone. You can see below HaptX’s concept of what this may eventually look like, a highly futuristic vision of enterprise VR.

HaptX Render Full Body

“Haption has developed advanced force feedback systems for over 20 years,” Jérôme Perret, CEO of Haption adds. “We’re thrilled to combine our best-in-class force feedback with HaptX’s unique true-contact haptics to deliver a new level of fidelity and immersion for our customers’ mission-critical applications.”

HaptX has built its own proprietary system for haptic feedback in its gloves where that microfluidic tech activates 133 tactile actuators that can gently press your skin up to 2 mm, applying up to 40 lbs of force feedback per hand. For the latest updates on immersive haptic technology, keep reading VRFocus.

Haptic VR Glove Company HaptX Raises $12 Million in New Funding

HaptX, the company building VR gloves with advanced haptics, this week announced that is has raised $12 million in a Series A-1 investment which will be used to open a new headquarters based in Redmond, WA, and expand its team.

HaptX is building perhaps the most advanced haptic VR glove to date, offering one of the most convincing experiences of touching the virtual world. The bulky, high-end gloves are primarily aimed at novel enterprise, training, and simulation use-cases.

This week the company announced it has raised $12 million in new funding in a Series A-1 investment round, bringing the company’s total capital raise to $31 million.

The round largely (if not completely) consists of capital from existing HaptX investors: Verizon Ventures, Mason Avenue Investments, Taylor Frigon Capital Partners, and Upheaval Investments.

Along with the new funding, HaptX says it’s opening a new 15,000 square-foot headquarters in Redmond, WA, growing its existing San Luis Obispo, CA office by 50%, and over the next 12 months hiring “dozens of new positions across all areas of the company.”

Image courtesy HaptX

Earlier this year the company launched its new and improved HaptX DK2 VR glove with improvements to haptics, force-feedback, size, comfort, and manufacturability. The latest version is said to apply up to 40 pounds of force-feedback per hand, along with better stiffness and lower latency. At the same time, the DK2’s magnetic finger-tracking tech has been shrunk down from two external boxes to a small board which is built directly into the gloves.

With the new funding announced this week, the company says it will be manufacturing a second run of the DK2, with the first run purportedly selling out within six months—not bad for a glove with a price tag of tens of thousands of dollars per unit.

The post Haptic VR Glove Company HaptX Raises $12 Million in New Funding appeared first on Road to VR.

HaptX Launches New & Improved DK2 Haptic VR Gloves for Enterprise

HaptX, the company building high-end haptic VR gloves for enterprises, launched its latest model, DK2, which is now available for purchase. The new version is said to have improved haptics, force-feedback, size, comfort, and manufacturability.

HaptX builds VR gloves which include finger tracking, skin-displacement haptics, and force-feedback. As far as VR gloves go, they’re the most convincingly immersive I’ve used yet.

Image courtesy HaptX

Previously, HaptX was only able to loan evaluation units of its gloves to interested parties, because the company was “severely limited in the number of units we could manufacture,” says CEO Jake Rubin. With the newly announced DK2 model, the company says it has streamlined the design which has enabled it to manufacture enough of the gloves to sell them outright.

“[Our manufacturing capacity was limited] due to a combination of the high complexity of our system, the number of novel components and production processes involved, and our limited manufacturing experience as a startup. Our manufacturing challenges were one of the primary catalysts behind our comprehensive partnership with Advanced Input Systems,” says Rubin “[…] we have been able to radically streamline manufacturing of the system. This has enabled us to finally satisfy the demand we’ve generated with our DK1 and earlier prototype systems by allowing customers to purchase DK2 outright and begin deploying HaptX technology at scale within their organizations.”

Part of that streamlining process also means slimming the system down. The Air Controller unit, which powers the pneumatic-based haptics in the gloves, once weighed 180 pounds. While the gloves are far from compact, with HaptX DK2 the company has reduced the system’s overall size enough to be able to mount the Air Controller on the user’s back. “We do expect that many, if not most, of our customers will use the system in room-scale [backpack] mode given the enhanced immersion and mobility,” Rubin says.

Image courtesy HaptX

Unfortunately the backpack unit doesn’t include the computer hardware necessary for the VR headset itself, so users will still need to be tethered to a PC or use a wireless solution.

Beyond the smaller Air Controller and improved manufacturing, Rubin says the DK2 has a handful of other improvements.

The force-feedback system can now apply up to 40 pounds of resistance per hand, and also has better stiffness and lower latency. The finger-tracking hardware in the gloves has also been massively shrunk down from two external boxes to a small board which is built directly into the gloves. Further, Rubin says, the gloves have improved fit and ergonomics, and are easier to put on and take off.

With these improvements, HaptX is now selling their gloves directly to enterprise customers. Though an official price hasn’t been announced, we understand the cost to be in the tens of thousands of dollars per unit.

That huge price tag puts the HaptX DK2 gloves in the high-end of the already expensive enterprise-focused VR sector, among the likes of Varjo’s enterprise headsets. While the company surely expects to further slim its gloves down in both size and price, if there’s buyers out there today we’d expect to find them in massive industries like military, medical, automotive, et al.

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HaptX Begins Commercial Rollout of DK2 Gloves

HaptX Gloves DK2

When VRFocus tested the HaptX Development Kit (DK1) gloves during CES 2020 they were some of the most tactile and responsive we’d come across. Today, the company has announced the launch of the HaptX Gloves DK2, the first commercial product the haptic specialist has released.

HaptX Gloves DK2

No longer a prototype shared with companies and shown at tech events, HaptX’s new gloves are thanks to several years working to reduce the size and weight, improving ergonomics, enabling room-scale VR support as well as a partnership with Advanced Input Systems to scale up production.

Where HaptX differs from its rivals – which use vibrating actuators – is in its microfluidic technology with each glove containing 133 tactile actuators which can gently press your skin up to 2 mm. The gloves also feature force feedback so they can apply up to 40 lbs. (35N per finger) of resistive force to make digital objects feel real. For comparison, SenseGlove Nova delivers up to 20N of force per finger.

“HaptX Gloves DK2 might be the closest thing to attaining real-life superpowers. It marks a leap forward in what’s possible with VR, XR, and robotics technologies,” said Jake Rubin, HaptX Founder and CEO. “Fortune 500 companies and governments around the world use HaptX Gloves to train their workforces. Automakers design and test new vehicles with them. Companies use them to control robots intuitively from a distance. The possibilities are virtually endless.”

HaptX Gloves DK2

As the HaptX Glove DK2 is primarily designed for commercial use, whether that’s for training purposes or for designers to touch and try out 3D models, precision tracking is highly important. So the gloves have a: “proprietary magnetic system which captures 30 degrees of freedom per hand with sub-millimetre precision,” HaptX notes.

“We’ve shared earlier versions of HaptX Gloves with thousands of companies and VR industry leaders and incorporated their feedback in designing DK2,” said Joe Michaels, Chief Revenue Officer of HaptX. “The COVID-19 pandemic has only increased demand for this technology. Remote work environments reveal the need for virtual training and design tools. Technology companies are increasing their investment in telerobotics. We’re proud to launch HaptX Gloves DK2 to meet this demand.”

The demand for responsive gloves for VR and other use cases continues to grow, especially as more companies invest in immersive tech. Some like HaptX, SenseGlove and Teslasuit are going for entire force feedback systems whilst Manus, BeBop Sensors and others offer a less complicated approach to hand tracking. For further updates from HaptX, keep reading VRFocus.

HaptX Partners With Military Training Company To Develop Mixed Reality Training Systems

A Florida-based military training and technology company, ECS (Engineering & Computer Simulations) has been awarded a Phase II Small Business Innovation Research (SBIR) project to develop “haptics-based mixed reality training systems within the U.S. Army’s Synthetic Training Environment.”

The project will be developed in conjunction with the Defense Health Agency and includes a partnership with haptic glove company HaptX and the Mayo Clinic at the College of Medicine and Science in Florida.

“This type of haptics integration offers a sense of touch and natural interactions within various virtual, augmented, and mixed reality scenarios,” said Waymon Armstrong, ECS CEO and President. “When applied in a medical environment, this integration with TC3 will provide our Warfighters and healthcare professionals the tools that they need to improve their quality of training and retention to potentially save more lives.””

The HaptX Gloves will be integrated into several areas of medical training in the Department of Defense, which aim to provide haptic feedback in training environments, as to reduce the need for “live tissue training.” The programs will use both augmented and virtual reality systems, with multi-user capabilities and training analytics and assessment tools.

Joe Michaels, the Chief Revenue Officer of HaptX, says that the company’s technology is “uniquely suited” to work with the U.S. Army’s training programs, and feel that the the gloves will be able to “increase the effectiveness of mixed reality training for military and civilian healthcare professionals.”

Back in December last year, HaptX announced a new $12 million funding round and the next month, we got to try the gloves at CES 2020.

The post HaptX Partners With Military Training Company To Develop Mixed Reality Training Systems appeared first on UploadVR.

Military Contractor ECS Awarded Grant to Build VR Army Medic Trainer with Advanced Haptics

Military contractor, Engineering & Computer Simulations (ECS), has received a grant from the federal Small Business Innovation Research program—likely ranging from $500,000 to $1.5 million—to pilot a virtual reality training program for U.S. Army medics.

Founded in 1997, ECS is a Florida-based contractor which builds digital training and other tech solutions for the U.S. military.

The company today announced that it has received a ‘Phase II’ grant from the federal Small Business Innovation Research (SBIR) program, an annual fund of more than $3 billion which aims to support private companies in developing new technologies that both fit federal needs and show potential for commercialization.

The grant is to support the development of a virtual reality training program for U.S. Army medics under the umbrella of the Army’s ‘Synthetic Training Environment System’ program (which employs digital training of all sorts).

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HapTech is Aiming its Electromagnetic Haptics at Military VR Training

While ECS didn’t announce the amount of the grant, SBIR documents say that most Phase II grants range from $500,000 to $1.5 million. The company skipped a Phase I grant, which is smaller and focused on the initial concept, while Phase II focuses on building a functional prototype.

ECS says its VR medic training program is designed to integrate with the Army’s existing Tactical Casualty Combat Care procedures.

The VR training program will include “multi-player integration, instructor dashboard and analytics, STE integration, and a training effectiveness evaluation,” the company says.

Image courtesy ECS

ECS plans to partner with the Mayo Clinic to guide the medical aspects of the system and with HaptX to employ the use of the company’s advanced haptic gloves to increase the realism of the VR training program.

HaptX—which makes perhaps the most advanced haptic gloves presently available—has been positioning its product toward virtual reality training and other non-consumer applications. In late 2019 the company announced that it raised $12 million in funding to continue development of its gloves.

Image courtesy HaptX

Bulky but impressive, the HaptX gloves offer both force-feedback and detailed haptics. Together, the glove can both lock the wearer’s hand in a position which simulates the feedback provided by a physical object and create convincing sensations of touch with an array of micro-pneumatic haptics across the palm and fingers. We most recently got to try the HaptX gloves in 2018.

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Hands-on: HaptX's VR Glove is the Closest I've Come to Touching the Virtual World

ECS hopes that using the gloves will make its VR training program more effective by enhancing the realism of the simulation and allowing trainees to feel the sensations of holding virtual tools and interacting with patients.

For now the project is in the pilot phase, but if proven effective it could be rolled out widely for Army medic training in the future.

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