Latest Manus VR Gloves Promise New Levels of Finger Tracking Accuracy

At GDC 2022 this week, VR glove creator Manus revealed its new Quantum Metagloves which the company says delivers significantly more accurate finger tracking than its prior solutions. Though priced for enterprise use, the company says it one day hopes to deliver the tech to consumers.

Manus has been building motion gloves for use in real-time VR and motion capture for years now, with prior offerings being based on IMU and flex-sensor tracking.

The company’s latest product, the Quantum Metagloves, moves to a new magnetic tracking approach which purportedly offers significantly more accurate finger tracking, especially when it comes to self-contact (ie: fingers touching other fingers or the palm of the hand).

Revealed at GDC 2022 for the first time, Manus showed off a demo of the Quantum Metagloves using a realistic real-time hand model that mirrored the wearer’s finger movements. Though the gloves are designed to work in conjunction with 6DOF tracking (via a SteamVR tracker or other motion tracking tech), the GDC demo didn’t employ 6DOF (which is why the visualization of the arm rotates in place). The latency reflected in this setup is also purportedly not representative of the actual tracking latency.

The Quantum Metagloves have a magnetic base positioned on the back of the palm while each finger has a module on the tip that is sensed within the magnetic field. Manus says this means the gloves can detect absolute finger length and width (once calibrated), which enables more accurate hand-tracking when combined with an underlying skeletal model of the hand that is scaled dynamically to the user.

Photo by Road to VR

In the video I asked the demonstrator to make a handful of different poses. Indeed, finger-to-finger and finger-to-palm contact looked impressive with no obvious clipping or stuttering. The company told me the demo wasn’t specially programmed to make clipping impossible and that the behavior was purely thanks to the positional data of the sensors which was described as “very clean” compared to alternative approaches to finger tracking.

Manus says the Quantum Metagloves are unique in this way, as other finger tracking technology tends to break down in these sorts of close-contact and self-contact scenarios, especially when both hands are near or touching each other. Even expensive optical tracking systems (with markers on the tips of each finger) can be foiled easily by self-occlusion or one hand occluding the other. Similarly, purely IMU-based finger tracking is prone to drift and requires regular recalibration.

But magnetic tracking is by no means perfect. In other magnetic tracking systems we’ve seen challenges with latency and electromagnetic interference.

Manus admitted that holding metallic or electronic items could throw off the tracking, but says it worked hard to ensure the gloves don’t interfere with each other; up to eight gloves can be active near each other without interference issues, the company says.

While self-contact looked generally quite good with the Quantum Metagloves, other poses didn’t fare quite as well—like a completely clenched first. The demonstrator suggested this would be improved easily with a more robust calibration process that included similar poses; whereas they say the calibration used for the demo at GDC was designed to be quick and easy for purposes of the show.

Photo by Road to VR

While the finger tracking did look great in many of the demos I saw, some of the other demo gloves on display showed much less accuracy. This was chalked up to “calibration,” though a big question for such systems is how much said calibration drifts over time and whether the periods between recalibration are practical for a given use-case.

In any case, use-cases will be deeply constrained by price; Manus says a pair of the Quantum Metagloves will cost $9,000, with pre-orders opening in April and shipments expected by the end of Q3. The company says it also plans to launch a haptic version of the Quantum Metagloves which will include per-finger haptics to enhance immersion in VR.

Manus maintains that it would like to bring its gloves to consumers one day, but says the number of custom parts and manufacturing makes it difficult to get the price down to a reasonable level.

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Report: Apple Acquires Motion Capture Firm IKinema

According to a MacRumor report and regulatory filings with the UK government, Apple may have quietly acquired UK-based motion capture firm IKinema.

The report has thus far gone unsubstantiated by both companies, however a number of filings with the UK government shows that Apple’s director of corporate law, Peter Denwood, has been recently appointed the director of IKinema, listing Apple’s HQ address.

Furthermore, the company’s physical UK address has been legally changed to 100 New Bridge Street in London, the very same for Apple Europe Limited.

Image courtesy Companies House

According to the report, IKinema’s website and social media were spun down weeks ago. At the time of this writing, the company’s site has been reduced to support documentation for their various software products. Citing an industry insider, MacRumors maintains that IKinema customers been without an update “for weeks.”

IKinema is known for its inverse kinematic (IK) technology and affordable motion capture for real-time 3D rendering. The company’s latest sizzle reel (linked below) shows off a number of its technologies including its latest iteration of Orion, a software that can capture head, hand, hips and feet motion using SteamVR-compatible VR headsets, controllers, and Vive Trackers.

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Considering Apple’s patently secretive nature, it’s still not entirely clear what the Cupertino tech giant would have in store for IKinema. Apple hasn’t officially acknowledged its working on an AR headset, although the company recently let code leak in the newest version of iOS which features internal codenames for its AR tech, field of view, and more.

Whatever the case may be, Apple has been continuously hiring industry pros in the field of AR/VR, so it’s clear we’re well outside of the realm of ‘if’ and heading into ‘what’ and when’ stages. To say the least, having a robust in-house IK solution would certainly be useful when creating lifelike avatars for either immersive platform.

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Manus VR Introduces New Prime Series With Haptic Feedback

Manus VR Introduces New Prime Series With Haptic Feedback

I originally tried out the Manus VR gloves almost three years ago. In VR years that’s basically an entire lifetime ago. Back then it was rudimentary at best and we’ve seen several other solutioins from companies like Contact CI, Tactical Haptics, and HaptX. Now it looks like Manus is back with a new evolution of its controller design called the Manus Prime Series.

The Manus Prime Series has three variations: the Prime One, the Haptic Prime (shown in the featured image up above), and the Xsens Prime.

According to a company representative via email, the differences are as follows:

The Prime One is the core of our product line, an all-round wireless data glove that tracks individual fingers on two joints, and that can stream the data directly into Unity, Unreal, Motionbuilder or one of the large enterprise software platforms such as IC.IDO or Vizard.

The Haptic Prime is a Prime One with linear resonant actuators. It provides unique haptic signals depending on the type of material and how much virtual force is applied. Haptic feedback is fully customizable in the user interface, with an integrated material editor and adjustable signal strength, frequency and resonance.

Finally, the Xsens Prime is a glove designed for integration into a Xsens motion capture suit, to complete the hand with finger data on their IMU suits.

We have zero experience with any of these three new products so we can’t comment on their quality or effectiveness, but it’s certainly exciting to see a company continue iterating on and improving their technology. Glove-based interaction has a lot of potential for the future of VR, especially if we’re looking to pop fiction as inspiration. Hopefully we get a chance to try these new versions at SIGGRAPH later this year to provide hands-on accounts.

Check out the website for more details or if you’re interested in creating content for the gloves as a developer and let us know what you think down in the comments below!

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Raiders of Erda Dev Reveals Investment, Ikabod For Accurate VR Avatars

Raiders of Erda Dev Reveals Investment, Ikabod For Accurate VR Avatars

It’s been a while since we’ve heard from UK-based Cooperative Innovations. Today, though, it’s got plenty of news to share.

First up, it’s raised some cash. The team today revealed it had raised £500,000 (about $653,000) in a round of seed funding. Investors include Craig Fletcher, Ascension Ventures and Trend Investment Group. Cooperative Innovations says it will use this money to expand its team (it’s now hiring), but also launch something a little different.

Cooperative Innovations is also announcing pilot licensing for its VR/AR avatar mapping system, Ikabod. It’s designed to more accurately represent a user’s physical movements through their virtual bodies. Like other animation systems, it does this using the position of the headset and controllers. But the developer claims Ikabod also uses real-time animation corrections to deliver more realistic results. that hopefully means no more elbows suddenly shooting off in weird angles.

It’s currently available as a plug-in for Epic Games’ Unreal Engine. Speaking to Upload, studio CEO Simon Barratt said that Ikabod was focused on that engine for now but the team would look at bringing its tools to other platforms in the long term.

We should see Ikabod in use in the studio’s upcoming game, Raiders of Erda.We’ve been excited about Erda for some time. It’s a fantasy action game with co-op support. Players will take on quests, raiding dungeons with swords and arrows. In a preview back in 2017, we said it was like a dream come true for dungeon crawling fans. No word yet on when it might release and on what platforms, but we’ll keep an eye out.

Elsewhere, the studio says it’s also working on another unannounced multiplayer VR title.

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Andy Serkis to Star as “orc-like” Motion Capture Character for Magic Leap One

Andy Serkis, the actor-director you may recognize for his award-winning performances as Gollum in the Lord of The Rings film franchise, is lending his likeness to a new AR creation for Magic Leap One headset in what The Hollywood Reporter describes as an “orc-like creature.”

The project is said to be the result of a partnership between Magic Leap and Serkis’ digital production and motion capture studio The Imaginarium, although it doesn’t have a consumer release date yet.

According to the report, The Imaginarium has worked with Magic Leap for at least five years, marked by the moment when Serkis first visited their offices. Magic Leap’s executive creative director Andy Lanning also confirmed that Imaginarium is currently working on several projects for the Magic Leap One, and that there are plans on the table for third-party developers to create via The Imaginarium’s London Studio.

Image courtesy Magic Leap

Serkis’ character, sporting the unmistakably orcish name ‘Grishneck’, is said to have been rejected from a project because “he wasn’t scary enough,” The Hollywood Reporter reveals.

“We now have a new way of experiencing story,” Serkis tells The Hollywood Reporter. “It’s the next generation of theater/cinema/event that we’ve been circling around for some time, and it’s finally emerging. Entertainment is obviously the area that I’m immediately interested in, but it’s only one aspect of the phenomenal range of applications that Magic Leap will offer.”

Serkis continues: “As an actor, the process of creating a role emotionally, psychologically and physically, that will live in a mixed reality environment is no different to any other sphere of storytelling. The only exception being that your performance can live on in so many different iterations, which are yet to be decided. However, as a director capturing a performance for Magic Leap content is fascinating because you are offering up the story and yet the end user has total freedom as to how they will experience it spatially. It is entirely different to capturing for a movie, where you obviously have control over every aspect of the viewer’s experience.”

Magic Leap has been closely engaged with several ‘A list’ brands and studios including Weta Gameshop’s first-person shooter Dr. Grordbort’s Invaders, the NBA, and Sigur Rós’ musical AR experience Tonandi.

It’s possible we may have to wait for the consumer release of Magic Leap One for these larger projects to materialize, as the $2,300 headset currently on offer is decidedly a developer kit focused at filling the company’s upcoming app store.

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Realis Displays VR Use-Cases for Its Motion Capture System

Earlier this month, the largest convention on the topic of computer graphics and interactive technologies was held in Vancouver, Canada. A number of new and developing technologies were on display there, including a demonstration from Chinese motion capture firm Shenzhen Realis Multimedia Technology, usually called simply Realis.

Motion capture, or mocap, is becoming a technology that is increasingly relied on for various applications, including filmmaking, visual effects and, of course, virtual reality (VR) and 360-degree video creation.

Realis at SIGGRAPH 2018

To keep up with the rising demand for this technology, Realis has upgraded its core technologies, and released two new software products for use with multi-person, full-body motion capture, called Tenoomi and Rovonga.

Rovonga is a marker-based system, which involves markers attached to a human performer at key locations. This allows for a whole-body skeleton model to be produced. This model can then be used to drive human-like movement. Rialis say this system is designed for applications including filmmaking, animation production, sport training and scientific research.

The Tenoomi system is likely to be the one more of interest to VR developers and creators. It is a rigid body solution for full-body motion capture. This technology is said to be suitable for scenarios where real-time interaction between humans and computers is needed, such as videogames, VR and broadcasting.

Realis has provided a pre-compiled and ready-to-use inverse kinematics algorithm with the software. Support for connections to 3D or VR engines including Unreal Engine 4 and Unity.

The company says its goal is to foster more in-depth interaction between humans and computers. Realis’s CEO, Xu Qiuzi said: “Realis is committed to provide optical motion capture and human-computer interactive technology. The official version of the full-body motion capture system is supposed to provide a cost-effective, developed and made in China mocap solution with high capacity and professional support to users. Realis full-body motion capture solution is critical for projects of the next generation such as film and television, military, VR developers, sports, and industrial simulation.”

Realis at SIGGRAPH 2018

For further news on new developments in the VR industry, keep checking back with VRFocus.

Qualisys Reveal New Miqus M5 Motion Capture Camera

Leading provider of precision motion capture technology, Qualisys, has announced their latest model in portable and affordable motion capture camera solutions.

Miqus M5 01

The Miqus M5 is the next step for the Miqus line up of motion capture camera by developing the hardware to be more powerful yet still maintain portability and affordability. The Miqus M5 has a resolution of 4 megapixels capturing at a frequency of 180 frames per second – 360 frames per second in high-speed mode – making the specifications compare to Qualisys’ high end camera line: the Oqus. The Miqus M5 actually matches the resolution and frame rate of the Oqus 5+ model.

Miqus M5 Hero

The Oqus 5+ model is known for capturing in any environment, with durable outdoor capabilities and covered IP67 protected hardware. Though the Miqus M5 is not designed for outdoor capture it is still packed with powerful and nimble hardware that allows it to fit all essential motion capture functionality all within a small and lightweight camera body.

Because of the powerful hardware packed into the Miqus M5 it is ideal for use with free-roaming virtual reality (VR) experiences, able to track multiple people precisely and reliably all at the same time. With next to no latency, it makes for a suitable choice to have in any full-body tracking experience. The device is even compatible with a number of third-party devices and software allowing for the motion capture data to be used quickly and effectively. This includes software such as Motion Builder, Unity 3D, Unreal Engine and devices like force plates, eye tracking solutions and even props used in full-body VR experiences.

Ingemar Pettersson, COO Qualisys commented on the product announcement by stating: “Qualisys is committed to providing a dedicated personal approach to all our customers. Our team of Market Directors and Distributors are always in place to guide you. In a complex and technical marketplace, our skilled, experienced staff can help make sure you get the motion capture solution that best fits your project and budget.”

Elsewhere the Miqus M5 has a capture distance of eighteen meters when using 16 mm trackers and is able to be daisy chained to allow for more detailed capturing. With all that power inside a small, lightweight package that is ideal for motion capture across a wide range of applications, the Miqus M5 is a powerful piece of kit that is available today.

For more stories like this, keep reading VRFocus.

Noitom Releases Perception Neuron 2.0 Motion Capture System

Noitom, the Beijing-based company building affordable motion capture systems, announced the release of Perception Neuron 2.0, a hardware refresh of the company’s original tracker which resulted from their 2014 Kickstarter campaign. The company also announced a new product ecosystem which will allow both 1.0 and 2.0 owners to use the tiny 1.2 gram snap-in sensors with specialized straps and a full body mocap, zip-up suit.

The 2.0 sensor isn’t exactly a complete overhaul of the IMU-based mocap system, rather a hardware refresh that the company says was designed to “reduce jitter, produce cleaner mocap, and provide the ability to record for longer periods of time with more dependable data.” Noitom says Perception Neuron 2.0 includes anti-slip straps, and reinforced pogo pin cables and dongles. The unit housing the Neuron sensor itself has also been “fortified” to make attaching and removing the sensors easier.

Perception Neuron 2.0 32-sensor kit is priced at $1,500 USD, the same as its predecessor which is now sold out worldwide.

image courtesy Noitom

With the launch of the product ecosystem, dubbed the ‘Neuron Mocap Ecosystem’, users of both 1.0 and 2.0 sensors will be able to buy individual parts so they can upgrade their suit to a newer, and “more vigorous solution,” Noitom says.

“We want Perception Neuron 2.0 to be as flexible, wearer-friendly and robust as possible,” says Tristan Dai, CTO of Noitom and developer of Hi5 VR glove. “Users will love that our new system is much more durable and the sensors will remain much more steady and secure. Overall, we’re giving them a much more solid mocap solution.”

Noitom’s penultimate product tease was back at CES 2017 with their Hi5 VR glove, which combines the IMU-based mocap sensors with a Vive Tracker for absolute positional tracking. Road to VR Executive Editor Ben Lang says the two “form[ed] a surprisingly compelling input experience that adds finger-level fidelity to Vive experiences.”

To check out technical specs and accessories, head to the Perception Neuron 2.0 order page for more info.

 

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Noitom’s Mocap Hardware Perception Neuron 2.0 Released, Better Than 1.0 At The Same Price

Being able to capture believable, lifelike motions in 3D dimensions with 3D models is a difficult task. For all the proof you need of that, look at modern videogames that can still sometimes struggle to get it right. But in virtual reality (VR) it’s even more important than ever – if you’re going to be immersed in a virtual world, you need to believe the characters around you are real, and still motions aren’t going to help things. Luckily, we have companies like Noitom creating motion capture equipment that’s both effective and affordable.

noitom perception

Last year at CES 2017 Noitom partnered with HTC Vive on motion capture gloves. Now the equipment will be more responsive and accurate than ever before, but launching at the same price as its previous iteration.

Noitom are more than just motion capture technology though, as we’ve also seen them create Alice Space, a space exploration VR application with good uses for education.

The technology is sure to please 3D animators, filmmakers and videogame developers, as making simple 3D animations for use within their software will be easier than ever. The new Perception Neuron 2.0 has a new mount and snap locking mechanism, which allows easy connectivity to the range of new accessories available for the device.

Noitom want to make the device “future proof”. Instead of releasing multiple versions of the same product from now on, they hope that the range of available accessories will instead enable the device to stay competitive on the market for a long time to come, offering users affordable solutions to what they need, instead of forcing purchase of completely new equipment.

Noitom’s CTO, Tristan Dai, shows his enthusiasm for the new product and Noitom’s future; “We know that many of our users are excited about this and so are we. Introducing the Neuron Mocap Ecosystem is a big step for us—and for our users too. They will now have a family of Perception Neuron mocap accessories that will allow them to easily upgrade their kits and improve on their work over time. With the development of 2.0, we took the feedback they have shared with us over the years into thoughtful consideration to give them the best motion capture experience possible. This marks a major milestone for us and it’s just the beginning of the expansion of our ecosystem, so much more is yet to come.”

To see prices for yourself, take a look at Noitom’s store page. It’s promising for the future of motion capture technology, and we can only hope that other companies follow suit and offer affordable, competitive alternatives. When we hear about new technology, you’ll read about it on VRFocus.