‘rEvolve’ Vive Flip-Up Head-Mount is Nearing Six Times its Kickstarter Goal

The third-party head-mount for the HTC Vive from SynergyWiz quickly reached its crowdfunding goal on Kickstarter, and is now approaching 6x the required amount. The rEvolve is designed to improve comfort and adds a visor-flip function.

We recently reported that the promising rEvolve head-mount for the HTC Vive had quickly reached its $5000 goal on Kickstarter. With a week of the campaign still remaining, that figure is almost at $30000 of crowdfunding. There is understandable interest in this type of product, as the standard Vive strap system is one of the weaker features of the headset compared to its competition.

HTC felt the need to design their own ‘Deluxe Audio Strap’ (coming soon) that improves comfort as well as providing built-in headphones – more closely matching the Oculus Rift head-mount design. SynergyWiz decided to take the halo-style approach that shares more similarities with Sony’s PlayStation VR head-mount solution, which moves the weight to the top of the forehead and off the cheeks.

SEE ALSO
PlayStation VR Review: Console VR Has Arrived

The hinge that allows the wearer to flip up the front visor without having to remove the headset entirely seems very convenient, although there are some concerns about increased light bleed around the edges as seen with the PSVR. However, one could argue that light bleed simply means the visor isn’t squeezing your face, and therefore an acceptable trade-off. In any case, we’re glad to see the Vive will soon have more than one alternative head-mount option to choose from.

SEE ALSO
New HTC Vive 'Deluxe Audio Strap' Adds Integrated Headphones, Ratcheting Headstrap

The post ‘rEvolve’ Vive Flip-Up Head-Mount is Nearing Six Times its Kickstarter Goal appeared first on Road to VR.

Vive Tracker Capabilities Detailed in Developer Documentation

Ahead of the Vive Tracker’s consumer launch later this year, HTC plans to send 1,000 units to developers to kickstart an ecosystem of accessories and content which can make use of the device. New developer documentation details the ins and outs of the Tracker.

Developers and accessory-makers looking to make use of the Vive Tracker can get a head start by perusing the HTC Vive Tracker Developer Guidelines document that has recently been made public. Inside, we learn more about the Tracker’s capabilities, including what kind of data can be sent wirelessly from the Tracker to the PC, and the existence of an additional dongle which is needed for the device to be tracked.

htc vive tracker documentation (1)An overview of the Vive Tracker reveals that the device’s power button is cleverly hidden as part of the central Vive logo, along with the rest of the device’s functions.

vive-tracker-pogo-pins

Input/Output

We also learn more detail about what data the Tracker can send to the host PC through its Pogo pin and USB interfaces. Using the six Pogo pin connections on the bottom of the device, an attached accessory can emulate the same controls as a Vive controller, allowing the accessory to send data like trigger pulls and button presses (for things like shooting and reloading inside the game). Emulation of all inputs on the Vive controller appears to be supported, including sending X and Y coordinates to simulate the location of a user’s finger on the controller’s trackpad, and varying levels of trigger pull sensitivity. It appears too that the Tracker can receive and relay rumble commands from the computer which could be used to activate haptics on the third-party accessory.

SEE ALSO
Hands-on: HTC’s New Vive Tracker Makes VR More Immersive With Specialized Accessories

It seems that arbitrary data beyond emulation of the Vive controller inputs can also be sent via the MicroUSB connection, which would open the door to more specialized usage.

Design Recommendations for Max Performance of Wireless Dongle

As we understand it, the Vive controllers today connect wirelessly to the Vive headset and then their data is sent to the computer via the headset’s tether, and vice versa. The Vive Tracker, it turns out, will not use the same system, but will rather rely on its own wireless dongle (USB 2.0) to relay its tracking data and accessory I/O.

htc vive tracker documentation (5)

In order to keep the dongle operating at maximum throughput and avoid tracking issues due to lost data, the Vive Tracker Developer Guidelines document says accessory makers should design their products in a way that avoids bringing any non-essential metal within 30mm of the Tracker’s antenna, seen highlighted in red above.

Field of View and Tracking Considerations

htc vive tracker documentation (3)The document specifies that the Tracker has a 270 degree field of view (for sensing the SteamVR Tracking basestations); the ‘bottom’ part of the device eschews sensors with the expectation that it will be mounted to something. In order to avoid blocking any additional field of view of the Tracker, it’s recommended that accessories protrude as little as possible outside of the device’s inherent blindspot.

Furthermore, the document specifies that accessories should be made with non-reflective material to maintain maximum tracking performance, presumably to avoid reflections from the tracking lasers which could confuse the device or even the Vive headset while in use.

Attaching the Tracker to Accessories Won’t Cause Harm (hopefully)

htc vive tracker documentation (4)
htc vive tracker documentation (2)

Thankfully, for all of us who plan on using these accessories, a section of the document specifies that, “the user should not be physically harmed while attaching or detaching the tracker. ” If this hadn’t been in there, who knows what harm might have come to us!

SEE ALSO
HTC Plans to Certify Accessories Approved for Use with Vive Tracker

– – — – –

There’s plenty more gritty technical detail contained in the document. If you’re a developer, you may want to dig in further. If you’re not a developer, you’ll probably want to know that the Vive Tracker is due to launch in Q2 of 2017 and hasn’t yet been priced.

The post Vive Tracker Capabilities Detailed in Developer Documentation appeared first on Road to VR.

HTC Opens Applications for Free Vive Tracker Dev Kit

htc-vive-tracker-dev-kitHTC announced earlier in January that they’d be giving away 1,000 Vive Trackers to developers. Applications to get your hands on one of the Trackers are now open through February 7th.

The new HTC Vive Tracker is a standalone tracking ‘puck’ which uses the same precise Lighthouse tracking system that presently tracks the Vive headset and controllers. With it, you can attach objects and accessories to track them in virtual reality for enhanced immersion.

SEE ALSO
Hands-on: HTC's New Vive Tracker Makes VR More Immersive With Specialized Accessories

The Vive Tracker is set to launch to consumers in Q2, but this quarter, the company plans to give away 1,000 Vive Trackers to developers to jumpstart the creation of the tracked accessory ecosystem. Applications are now open through February 7th.

HTC Vive Tracker Dev Kit Application

The application seeks basic information about the VR developer, including what category of content is being developed, whether or not the developer has ever worked with VR before, and generally how the Tracker will be used.

We are lending a limited number of Trackers to developers for free. Companies providing more detail in their application with clear goals on how they plan to use Tracker will have a higher chance to receive one of the developer kits. HTC VIVE reserves the right to recall the VIVE Trackers at our discretion.

The application includes a field for a requested quantity of Trackers, so it seems HTC will consider sending multiple units to devs depending on the project. For companies who plan to create accessories compatible with the Vive Tracker, HTC told us there would be an official certification process, though details on what it will entail are still slim. Pricing for the device has not yet been announced.

vive-tracker-collage-social-mediaWhen we tried the Vive Tracker at CES we found that it opened up a world of possibilities and increased immersion thanks to enabling niche accessories like guns, bats, and gloves to become part of the experience.

Oculus has not yet opened their Constellation tracking API to third-parties, despite stating their intentions to do so in years passed.

The post HTC Opens Applications for Free Vive Tracker Dev Kit appeared first on Road to VR.

VRGE VR Dock Hits Kickstarter with Support for Multiple Headsets and Controllers

VRGE’s VR Dock is a storage and charging unit compatible with multiple headset and controller designs. Featuring a wood finish and protective rubber bumpers, the prototype has an elegant appearance, and is currently seeking crowdfunding via Kickstarter.

The current generation of VR hardware is bulky. The headsets are large, awkward shapes, and motion controllers are full of rounded surfaces and tend to roll about; resting everything on a table is untidy, and the original packaging isn’t all that practical for day-to-day storage.

vrge vr dock (1)

VRGE hopes to address the problem with their VR Dock, a stylish unit with a wood finish and rubber inserts that allow compatibility with the Oculus Rift, HTC Vive, and PlayStation VR headsets and controllers.

VRGE Kickstarter

vrge vr dock (5)It can be placed on a surface or wall-mounted, and USB cables can be routed into the base, allowing the charging of the Vive controllers. An optional adapter allows charging of PS Move controllers, and a second optional adapter has been designed to store Oculus Touch controllers (there is no facility to charge these, as each Touch uses a standard AA battery).

There are some well-considered ideas in VRGE’s design, such as the central slot at the front that allows for cables to be arranged with minimal hassle, and the fact that the headsets can be placed upright, so that the lenses aren’t exposed to sunlight or dust, as is often seen when users hang their headsets from hooks.

vrge vr dock (2) vrge vr dock (4) vrge vr dock (6)

Further information about this prototype can be found on VRGE’s website, and via their campaign page on Kickstarter, which ends on February 16th.

The post VRGE VR Dock Hits Kickstarter with Support for Multiple Headsets and Controllers appeared first on Road to VR.

HTC Plans to Certify Accessories Approved for Use with Vive Tracker

At CES earlier this month, HTC announced the Vive Tracker, a standalone tracking device which taps into the Vive’s Lighthouse tracking system, and which can be attached to objects to track them in VR, including purpose-built accessories. The company plans to have an official certification process for accessory makers.

vive-tracker-and-accessories-2
The Vive Tracker is a standalone Lighthouse-tracked device, made to attach to other objects.

Yes, you can attach the Vive Tracker to pretty much anything to establish a tracking point inside the VR world, but for companies planning to make purpose-built VR accessories like guns, gloves, bats, and more which will make use of the Tracker, HTC will offer an official certification. The completion of the process, which the company plans to detail at a later date, is likely to result in something like a ‘Vive Ready’ badge that can be used on the accessories to show that HTC has verified compatibility with the Tracker, the company says.

SEE ALSO
Hands-on: HTC's New Vive Tracker Makes VR More Immersive With Specialized Accessories

“That’s why we’re going to be giving away a thousand of these [Trackers] around the world, and the ones who get them, we’re going to work with them and continue to make sure they’re compatible before they go out to market,” Alvin Wang Graylin, HTC’s China Regional President of Vive, told Road to VR at CES 2017.

vive-tracker-and-accessories-3
Pin connections on the bottom of the Vive Tracker can be used to communicate with the accessory.

It isn’t clear yet exactly what the certification process will entail, or what benefits the grantees will be entitled to, but one obvious guess is that the company will check the accessory to make sure the Tracker mounting point is adequate in both rigidity and placement, and that the creator is properly using the input/output functionality afforded by the Tracker’s wireless connection to the host computer. That connection could be used to send information like trigger pulls and button presses through the Tracker so that the accessory can control the corresponding VR application.

One thing we’re certainly hoping for is that all officially approved Vive Tracker accessories would have a precise 3D model of the accessory available in an open repository, giving developers an easy way to integrate with any accessory brandishing HTC’s approval.

vive-tracker-and-accessories-11
“Guns. Lots of guns.” – The Vive Tracker is likely to open to door to a range of third-party gun accessories for VR.

If the accessory plugs into the Tracker via the pin connections on the bottom, it could communicate model information to the host computer, which could be used to lookup the corresponding 3D model and bring that model quickly into the game. That might be a bit beyond the scope of HTC’s certification process for Vive Tracker accessories, but it would be especially ideal for handling what may turn into a broad range of gun choices, and other more niche use-cases too (like the crazy firehose simulator we saw at CES).

HTC says details of the certification program will be revealed when the company starts shipping the Tracker to developers, which will happen ahead of the device’s Q2 consumer launch. So far the Vive Tracker has not been priced, though Graylin says the company expects it to be attractive to end-users who want to buy one Tracker and use it across different accessories.

The post HTC Plans to Certify Accessories Approved for Use with Vive Tracker appeared first on Road to VR.

Vive Strap Accessory with Flip-up Visor and PSVR-style Comfort Passes Crowdfunding Goal

Florida based SynergyWiz is designing a third-party head-mount for the HTC Vive which uses a PSVR-stlye ‘halo’ mounting design for added comfort, and offers the much desired visor flip functionality.

Among the three major headsets out there, not one offers what seems like an obvious convenience: the ability to flip up the display assembly for quick viewing of the real world around you.

We noted the other week that Lenovo’s VR headset is making use of this design and it’s certainly something we’d love to see on other headsets. Thanks to SynergyWiz’s rEvolve head-mount for the HTC Vive, that will become a reality, making putting on headphones and picking up controllers after donning the headset much easier.

snergywiz revolve htc vive head strap mount (3)Furthermore, the accessory brings a very different head-mounting approach to the headset, one which puts the majority of the weight on the top of the forehead rather than pressed against the eyes like a pair of goggles. This type of head-mount design has been seen in the consumer market on the PlayStation VR and is has recieved much praise for its comfort.

snergywiz revolve htc vive head strap mount (2)After removing the original straps, the rEvolve head-mount attaches to the existing mounting points of the Vive’s display assembly.

SynergyWiz says they’re wrapping up the design phase of the head-mount and have taken to Kickstarter to crowdfund the remaining development, charging $85 for each rEvolve head-mount. The project has surpassed its modest $5,000 goal with 80 backers and is currently projected to triple that figure in the remaining 22 days of the campaign. SynergyWiz expects to ship the completed rEvolve head-mounts in April. The company has done one other unrelated small scale Kickstarter project in late 2016 that’s purportedly on track to ship on time in January.

snergywiz revolve htc vive head strap mount (1)REvolve definitely adds some desired features to the Vive head-mount, though the prototype looks rather bulky and, like head-mounts of similar design, may not comfortably fit some over-ear headphones. The project’s small scale also leads us to think the end product may not be significantly different than the prototype. Still, for some Vive power-users this could be money well spent.

Those interested in rEvolve may end up torn between the third-party head-mount and HTC’s own recently announced Deluxe Audio Strap which still uses a goggle-style head-mounting approach, but has a much more rigid structure with ratcheting adjustment and built-in headphones. Pricing for the Vive Deluxe Audio Strap hasn’t yet been announced, but the company plans to begin shipping in Q2 of 2017.

The post Vive Strap Accessory with Flip-up Visor and PSVR-style Comfort Passes Crowdfunding Goal appeared first on Road to VR.

HTC Vive GM on the New Vive Tracker & Privacy in VR

dan-obrienThe most significant VR announcement from CES 2017 was the Vive Tracker, a modular Lighthouse-tracked ‘puck’ attachment that will enable users to track additional objects within VR experiences. It has the potential to drive a lot of new innovative applications and gameplay for consumers, to kickstart a lot more mixed reality livestreams, but also grow the overall VR ecosystem as there will be more high-end B2B applications, advertising campaigns, and VR arcade peripherals.

I had a chance to catch up with HTC’s Dan O’Brien, who is the Vive General Manager of America, Europe, Middle East, and Africa. We talked about HTC’s emphasis of growing the ecosystem in 2017 with this new Vive Tracker, and what type of applications he expects that it will enable. We also talk about some of the privacy implications of virtual reality, and more about HTC’s approach of minimizing, anonymizing, and protecting any private data that is collected. There are amazing new opportunities for application developers to learn more about individual consumers than ever before, but with that power comes a responsibility to be conscientious enough to not record and store more identifiable information than is necessary.

LISTEN TO THE VOICES OF VR PODCAST

O’Brien used to be the Global Director of Compliance and Consumer Privacy & Security for HTC, and so privacy is near and dear to his heart. He says that privacy has been an important priority for HTC from the beginning since they’ve had a privacy engineering team working to anonymize, minimize, and protect any customer information that’s captured.

O’Brien says that there’s three different layers of security including the operating system, the driver software that runs the VR hardware, and finally the application developers. There are privacy considerations at each layer, and it’s up to each application developer to decide what information to capture and keep from their users. Once eye tracking becomes an essential part of the higher-end VR systems, then the fidelity of available insights will be both vast and powerful. O’Brien says:

I sit in talks sometimes where I’m the one saying to the publishers, ‘Hey, you’re going to be able to have a one-for-one relationship with a consumer that you’ve never had before with VR. You’re going to be able to learn so much more about what they like, what they dislike, whether that ad worked, whether they were interested in that product. You’re going to be able to learn so much more about your consumer if you’re doing the right things. It’s no longer going to be about clickthroughs. You’re going to know if they actually looked at it, and picked it up and interacted with it.’ But on the flip side of that is ‘How much of that information should you be grabbing? And what should you be holding onto? Then once you hold it, and once you draw that information in, how well are you protecting it?’

Whether it’s the developer of applications, hardware, peripherals, or the operating system O’Brien says that “Some people take too much information. They really don’t need to have all of that.” He’s calling for VR hardware and software developers to be very conscientious about what information they’re collecting and how well it’s being protected, especially since the Federal Trade Commission has the power to fine companies, but also to stop companies from selling or importing their products.

He says that consumer privacy is a contract that fosters trust with consumers, and that it’s a relationship that is directly connected to their brand and whether or not consumers will recommend their product to others. But privacy is also about protecting sensitive consumer information from hostile hacks or a potentially overreaching government.

Throughout 2017, there will be more dialog between government regulators and virtual reality companies to explore the potentials and risks. Virtual reality has the potential to enable so many amazing new capabilities, but also a lot of new risks from collecting and protecting sensitive biometric data. O’Brien says, “It’s a balance because you don’t want regulation that stops innovation. You don’t want too many rules that stops just what’s getting started to really flourish into what it could be, what it should be, and even what it will be.” He says that there’s already a lot of existing consumer protections for mobile phones and gaming software that be built upon, and that it’s more of a strategy of incremental improvement rather that needing to building something entirely new.

HTC and others will continue to sit down with government regulators throughout 2017 to explain critical concepts, existing approaches to protecting information, as well as contextualizing software concepts like heat maps that have additional implications when they’re applied to virtual reality.

There have also been larger trends within the tech industry that have been moving towards surveillance-based business models that correlate all of your internet activity into a singular identity, and I’ll be continuing to explore some of the privacy implications of virtual reality in future interviews.

Here’s a promo video of one of the Vive Tracker applications by DotDotDash, and was presented at HTC’s demo area at CES:


Support Voices of VR

Music: Fatality & Summer Trip

The post HTC Vive GM on the New Vive Tracker & Privacy in VR appeared first on Road to VR.

HTC and Intel to Show New WiGig Wireless VR Solution at E3 2017 (Updated)

HTC have announced that, in addition to its TPCAST wireless add-on, it’s also working with Intel on a WiGig powered wireless VR solution and it’s keen to find more partners to work with on further solutions too.

HTC seems to be ‘all in’ on ensuring its Vive VR headset is well supported for wireless upgrades in order to rid us of those pesky cables. Not content with helping to incubate the development of the soon-to-be-released TPCAST wireless VR solution, HTC announced at its CES press conference this week that semiconductor giant Intel is also working on its own wireless VR solution based on a different transmission protocol.

SEE ALSO
TPCAST Wireless VR Add-On Available Worldwide Q2 for $249

Update 30th May 2017: HTC have let us know that the new solution developed in conjunction with Intel is taking shape and will be demonstrated to press at this year’s E3 convention due to start June 13th. They state:

“To create this high-end VR experience, Intel and HTC recognized the need to better integrate the HMD with high-computing capabilities. The WiGig technology, based on 802.11ad standard, works solely in the interference- free 60GHz band, and enables high throughput and low latency in both directions, from the PC to HMD and from HMD to PC. This means pristine video quality with <7ms latency in any environment, supporting multiple users sharing the same space. All of this results in the seamless wireless VR with the Vive.”

Road to VR will be at E3 to get some hands on time with the new system.

Original story from Jan 9th 2017 continues below:

Both TPCAST and Intel’s solution both using the same 60Ghz band to broadcast compressed video and input / output data to and from a PC base station, albeit using different standards. The former however has opted to choose the ‘WirelessHD’ standard whilst the latter is going with WiGig.

What’s the Difference Between ‘WiGig’ and ‘WirelessHD’?

Everyone hates format wars, but it seems no shift of any significance happens in the consumer electronics industry without one. Anyone over 40 will recall Betamax versus VHS video tape and then HD-DVD versus Blu-Ray and most recently HDR10 versus Dolby Vision. In this case though, although WiGig and WirelessHD both share some technical similarities they differ in scope and implementation.

TP-Link 7200ad router, the world's first WiGig router, unveiled at CES last week
TP-Link 7200ad router, the world’s first WiGig router, unveiled at CES 2016

WiGig (Intel’s chosen solution) is, as the name suggests, a wireless multi-gigabit networking standard which dramatically increases over-the-air bandwidth over standard WiFi over short distances (the same room). In actual fact, the name ‘WiGig’ is a shortening of the organisation (Wireless Gigabit Alliance) which helped define the IEEE 802.11ad 60GHz standard. WiGig is aimed at very high bandwidth data uses, such as the broadcast of multi-gigabit uncompressed video and audio streams. Although its uses are more limited (short range, doesn’t work well through walls) it is ultimately a very high speed general purpose network standard in the same way as other WiFi standards. Bottom line, if you buy an 802.11ad compatible router, it’ll not only be backwards compatible with your older devices, you’ll be able to use that extra bandwidth for any sort of data transfer, not just video and audio. WiGig data rates max out at 7 gigabits per second per channel.

TPCAST 's 60Ghz Wireless Transmitter
TPCAST ‘s 60Ghz Wireless Transmitter

WirelessHD (TPCAST’s chosen solution) on the other hand is an older standard designed exclusively for the transmission of high definition video over short distances. WirelessHD once again adopts the 60Ghz band and, as of version 1.1 of the standard, can transmit at data rates up to 28 Gigabits per second (much higher than WiGig’s . WirelessHD solutions comprise two boxes, a receiver and a transmitter and each is dedicated to transmitting just video and audio between the source and the destination. Unlike WiGig, you won’t be copying files between devices or browsing the Internet via it. As such, devices that use WirelessHD will likely ship with dedicated receivers and transmitters for use only with that product. WirelessHD (aka UltraGig) is a proprietary standard, as opposed to WiGig’s, which is IEEE standards approved.

Both the above technologies suffer from one of the same issues, inherited from their shared 60Ghz band – namely that it doesn’t deal with line-of-sight blockages (walls, people etc.) well at all. However, both are able to beam-form – that is use walls and ceilings to reflect to avoid occlusion by ‘bouncing’ the signal. You can see why HTC may want to entertain the idea of a WiGig solutions as, despite the maximum bandwidth being lower than WirelessHD, it’s likely we’ll see WiGig routers in people’s homes over the next few years, so a wireless VR product that’s able to work with an existing device will also be cheaper, should the transmitter not be required.

As of now, neither HTC or Intel were ready to share any details about the wireless VR project or any timelines as to when we’d hear more. It’s clear however that HTC are not only keeping their options open as far as wireless VR is concerned they’re actively encouraging technical diversity. To further emphasise this, HTC has indicated it’s interested in hearing from other companies about alternative

The post HTC and Intel to Show New WiGig Wireless VR Solution at E3 2017 (Updated) appeared first on Road to VR.

TPCAST Wireless VR Add-On Available Worldwide Q2 for $249

HTC has confirmed that the TPCAST wireless VR solution for the Vive VR headset will be available worldwide in Q2 this year at $249.

As predicted in our recent VR retrospective, there were a lot of companies showing solutions that promise to cut the cord on desktop headsets via wireless video streaming. The solution that HTC themselves have been promoting exclusively up to now however is the TPCAST ‘Wireless HD’ powered 60Ghz solution, developed inside company’s own ViveX incubator program.

TPCAST 's 60Ghz Wireless Transmitter
TPCAST ‘s 60Ghz Wireless Transmitter

We already knew TPCAST was on its way this year, indeed it’s already been available for pre-order via HTC’s chinese Vive online store since November 11th last year, but up until now it was unclear when the rest of the world would be able to get their hands on the kit. At CES this week, HTC announced the TPCAST solution would go on sale worldwide in Q2 2017 for $249, although no other regional pricing was announced. That buys you the headset’s wireless receiver, transmitter and a battery capable of up to 90-120 mins run time. A larger 5 hour battery (seen below alongside the standard version) will be available too.

tpcast-battery-small-largeHTC had a heavy focus on accessories and peripherals for their SteamVR powered system at CES this year, launching both the Vive tracker and the Deluxe Audio Strap, a replacement for the Vive’s head harness. Regarding the upgrade and the TPCAST wireless add-on, which places a wireless receiver/breakout box and battery on the headset itself, HTC’s Daniel O’Brien confirmed that despite the chunkier construction of the new Deluxe Audio Strap, TPCAST will attach to it just fine.

htc-vie-deluxe-headstrap-tpcast-wireless

The post TPCAST Wireless VR Add-On Available Worldwide Q2 for $249 appeared first on Road to VR.

Hands-on: Noitom’s Hi5 VR Glove Brings Compelling Finger Tracking to the Vive

VR input gloves are getting a big boost thanks to HTC’s newly revealed Vive Tracker. The combination of Noitom’s Hi5 VR glove and the Tracker forms a surprisingly compelling input experience that adds finger-level fidelity to Vive experiences.

We’ve seen plenty of VR gloves and other finger-tracking input methods over the years, and while a few of them proved quite functional, most had one flaw standing in the way of adoption. Usually that flaw was the tracking system, which was either not good enough or was a complex third-party approach which made the system unlikely to be adoptable for consumer use because of setup times and the difficulties with mixing and matching tracking technologies. The Vive Tracker, it seems, is about to change all of that.

SEE ALSO
Hands-on: HTC's New Vive Tracker Makes VR More Immersive With Specialized Accessories

Thanks to the Tracker, it’s become easy to precisely track third-party accessories in the same coordinate plane, with the same accuracy, and with the same latency as the VR headset itself, eliminating a host of issues in one fell swoop.

Functional and Practical

vive-tracker-and-accessories-12For Noitom’s Hi5 VR glove, that lead to a surprisingly compelling input experience on the Vive which feels more immersive for certain use-cases than the basic Vive controllers. After trying the gloves today at CES 2017, I came away feeling like I’d finally witnessed the right combination of finger tracking and motion input that could work in the consumer market.

One of the advantages of the Noitom Hi5 is the quick setup time. Unlike some other glove systems we’ve seen which also require bicep and even chest straps, the Hi5 is just the glove. Pull it on, synch the wrist strap and you’re good to go.

One thing I was initially concerned about was that the wrist-mounted Vive Tracker would wobble around and cause my virtual hand to wobble even when my real hand did not. Fortunately I found that the Tracker sat on my wrist close enough to the hand that the two were always rotationally in sync, and I was able to tighten the strap enough to prevent any wobbling.

Hands and Fingers Together

With the gloves and headset on, I immediately saw the responsive hand tracking provided by the Tracker, which taps into the same SteamVR Tracking tech as the headset. Beyond just hand-tracking, each of my fingers were individually tracked, offering full range of vertical movement. Horizontal finger movements didn’t appear to be tracked, through the use-cases for that sort of movement seem extremely slim.

With the Noitom Hi5 gloves, I felt able to fully articulate my hand in the virtual world, including giving thumbs up, pointing, and a certain lewd gesture with ease. Pointing, in particular, worked well enough that it became a more precise way to activate virtual buttons to make various selections. I was also able to gently tap a row of dominos with a satisfyingly precise flick of a finger.

A Challenge Remains

Initiating a “grab” with VR gloves is still a bit of an issue. Pinch gestures are sometimes employed to make it clear to the computer when you do or don’t intend to be grasping a virtual object, but using a pinch to pick up objects often feels unnatural. Some gloves use a “mock” grab gesture where you basically close your hand part way and pretend to be grabbing a real object when there isn’t actually one in your hands. This too feels awkward. Without the feedback of a real object to grip, the virtual grabbing interaction feels unsatisfying. Controllers, oddly enough, usually feel much more natural for virtual grabbing functionality because you have the feedback of something in your hand as you are grabbing the object.

noitom-hi5-vr-gloveInterestingly, the “fake” grabbing gesture on the Hi5 felt better than most gloves I’ve tried. So far as I can tell, this was a happy accident. The glove was a little big big for my hand, and, combined with the plastic underglove I was wearing (for sanitary demo purposes), the material would bunch up between my fingers as I went to close my hand into a gripping gesture. This offered some natural resistance against my grip which actually made the grabbing experience feel quite a bit more real and satisfying for me. I told the Noitom folks that they may want to chase that accident and see if there might be a good way to make it happen on purpose.

For now, the Hi5’s ‘grab detection’ felt relatively good, but still gave me some trouble. The computer isn’t always clear when you want to be holding an object and when you want to let it go. This meant I had a number of instances where I wanted to throw an object but it was left stuck to my hand until the next try. That might not seem like a big deal when the object is a ping pong ball, but when you’re in the middle of a competition VR multiplayer match and you go to throw that virtual grenade, only to find it stuck to your hand after you went to throw it… you’re going to be cursing the glove. Input needs to be 99.9% (if not 100%) accurate otherwise it will frustrate the user to no end. I often say: imagine if your mouse was 90% accurate… how frustrated would you be if every 10th click simply didn’t work? You’d probably throw that mouse out and buy a new one.

The grabbing gesture can certainly be defined and improved in software, but even then, it’s been a persistent challenge for most finger-tracked systems to find an all-encompassing approach to grab detection that works consistently for all the ways different users might attempt to grab virtual objects. It could be said that a more explicit grabbing gesture could be taught to users (like making a fist for instance), but in my mind the purpose of the glove is largely defeated if the user needs to be taught how to grab or throw an object differently than they would in real life—after all, the whole point of bringing your fingers into the virtual world is to make the experience more natural, not less.

– – — – –

Save for the inconsistent grab detection—and questions surrounding the awkwardness of pretending to grab something when there’s nothing actually in your hands—the Hi5 glove felt responsive and definitely make interactions with small physical objects in the virtual world more compelling. The addition of real finger pointing also opens the door to more nuanced interface input.

SEE ALSO
First Look at Valve's New VR Controller Prototype

With some tweaks, Noitom has something pretty cool on their hands here. Now that we know it works, the next question is price. The company hasn’t announced pricing yet, but says the glove is being positioned for the consumer market on the way to its Spring 2017 launch.

The post Hands-on: Noitom’s Hi5 VR Glove Brings Compelling Finger Tracking to the Vive appeared first on Road to VR.