Forum Discussion
CaliberMengsk
13 years agoExplorer
VR Gloves (my project)
Hey everyone,
I know I've had my vr glove project under my projects for a while, but recently I've been having more free time and actually got started working on it the last week or so. The idea is to use accelerometers, gyros, flex/bend sensors, potentiometers (volume knobs) and maybe a joystick, to make a highly accurate, non-laggy virtual reality glove. This first draft will be the proof of concept just to show what I mean. It uses and arduino leonardo (at least now it does), as well as the sensors mentioned above. At the moment, it's just writing all of the sensor data to a serial connection, then unity is reading that data (threaded so the game doesn't lag if it's to slow) and applying it in real time.
I wasn't sure if I should post it here yet, as I don't even have the elbow movement up and running quite yet. (Sensor is there, just I haven't built the elbow joint. This will be two plastic bars held together with a potentiometer to get how open the arm is.) but it's looking go so far, I think at least.
I still need to add the other two main fingers also, as well, the thumb has no input (first draft at least will be a joystick)
Let me know what you think! I'm hoping to get the elbow hooked up properly soon to be able to make a basic demo.
Here's the two videos I've made so far. Nothing spectacular, but still.
http://www.youtube.com/watch?v=--cOVZdpkWM - First video. Arduino Duemilinove (6 analog inputs), only one accelerometer and two flex sensors
http://www.youtube.com/watch?v=um3JUnARQQQ - Second video. Arudino Leonardo (12 analog inputs), two accelerometers, two flex sensors, and a potentiometer for elbow.
To Do List:
Craft elbow plastics and attach potentiometer and tilt sensor to it.
Add in other two flex sensors.
Create mount for thumbstick.
Add in thumbstick.
Make full demo project including picking up stuff as well as detailed actions (opening doors, windows, flushing toilet, things like that.)
EDIT:
All video links:
http://www.youtube.com/watch?v=--cOVZdpkWM
http://www.youtube.com/watch?v=um3JUnARQQQ
http://www.youtube.com/watch?v=c18tycYrDak
http://www.youtube.com/watch?v=282HJJANcio
http://www.youtube.com/watch?v=r15LuC7TD20
http://www.youtube.com/watch?v=dzMh7GttqXY
http://www.youtube.com/watch?v=DmXeFKzs-HQ
I know I've had my vr glove project under my projects for a while, but recently I've been having more free time and actually got started working on it the last week or so. The idea is to use accelerometers, gyros, flex/bend sensors, potentiometers (volume knobs) and maybe a joystick, to make a highly accurate, non-laggy virtual reality glove. This first draft will be the proof of concept just to show what I mean. It uses and arduino leonardo (at least now it does), as well as the sensors mentioned above. At the moment, it's just writing all of the sensor data to a serial connection, then unity is reading that data (threaded so the game doesn't lag if it's to slow) and applying it in real time.
I wasn't sure if I should post it here yet, as I don't even have the elbow movement up and running quite yet. (Sensor is there, just I haven't built the elbow joint. This will be two plastic bars held together with a potentiometer to get how open the arm is.) but it's looking go so far, I think at least.
I still need to add the other two main fingers also, as well, the thumb has no input (first draft at least will be a joystick)
Let me know what you think! I'm hoping to get the elbow hooked up properly soon to be able to make a basic demo.
Here's the two videos I've made so far. Nothing spectacular, but still.
http://www.youtube.com/watch?v=--cOVZdpkWM - First video. Arduino Duemilinove (6 analog inputs), only one accelerometer and two flex sensors
http://www.youtube.com/watch?v=um3JUnARQQQ - Second video. Arudino Leonardo (12 analog inputs), two accelerometers, two flex sensors, and a potentiometer for elbow.
To Do List:
Craft elbow plastics and attach potentiometer and tilt sensor to it.
Add in other two flex sensors.
Create mount for thumbstick.
Add in thumbstick.
Make full demo project including picking up stuff as well as detailed actions (opening doors, windows, flushing toilet, things like that.)
EDIT:
All video links:
http://www.youtube.com/watch?v=--cOVZdpkWM
http://www.youtube.com/watch?v=um3JUnARQQQ
http://www.youtube.com/watch?v=c18tycYrDak
http://www.youtube.com/watch?v=282HJJANcio
http://www.youtube.com/watch?v=r15LuC7TD20
http://www.youtube.com/watch?v=dzMh7GttqXY
http://www.youtube.com/watch?v=DmXeFKzs-HQ
92 Replies
- CaliberMengskExplorerhardest part will be figuring out drift. I need to see how accurate the devices are with fast movement and get a basic model rigged up properly. We'll see. It's all about testing at the moment.
- dwood15ProtegeThis might be off from your project but I do wonder whom would be interested in prototype-level vr gloves.
- CaliberMengskExplorer@dwood15
I suppose the most interested would be those with a VR system obviously, past that, people that want more immersion. The idea is to make you feel more in the world. Think of the people that have bought something like the Virtuix Omni. They are willing to strap into the device and everything so they have to run instead of pressing a key. It won't appeal to casual gamers that just play for a few minutes here and there. The market would be small for the time being, but could be large if vr does indeed take off.
Especially if you can get into things like haptic and force feedback. Stopping someones fingers when they do grab something. Making someone feel the heft of a broad sword they just picked up instead of the light daggers they just had. If this type of thing can be pulled off (and I have no doubt with servos and such that it can), immersion will be invaluable to any game.
Past that, you can then get into adding texture and temperature. You can make something feel wet just by making it cold, as long as it has a definite edge to the temperature.
O-o I'm rambling again I think. So many possible futures. Getting back on topic though, if you had asked two years ago, who would be interested in a prototype level vr headset, you'd probably not have as many as the oculus rift called in. If it's built right, and at a decent price, there will be a market for anything. - Anonymous
"CaliberMengsk" wrote:
Making someone feel the heft of a broad sword they just picked up instead of the light daggers they just had. If this type of thing can be pulled off (and I have no doubt with servos and such that it can), immersion will be invaluable to any game.
Well, that part is pretty much taken care of with something like Tactical Haptics' ReactiveGrip: http://www.kickstarter.com/projects/tacticalhaptics/reactive-griptm-touch-feedback-for-vr-and-video-ga
But yeah, being able to stop one's fingers when grabbing an object would probably be an even greater step forward. - dwood15ProtegeI cant invest any more money into Kickstarter (lol) but what i mean is, how many people would be interested in Arduino compatible gloves like right now.
- flawExplorercool gloves. i've seen a bunch of cool gloves and input devices lately, this one looks pretty good too.
- CaliberMengskExplorerI'm glad you like it. (Sorry for the late reply. I'm still waiting on the parts to get here from china. T_T So I haven't been to active in this post.)
- MadarasExpert Protege
"CaliberMengsk" wrote:
I'm glad you like it. (Sorry for the late reply. I'm still waiting on the parts to get here from china. T_T So I haven't been to active in this post.)
May your parts arrive with haste and your project be successful. - CaliberMengskExplorerT_T Unfortunately, it's been a month already and still haven't gotten the parts. I'm probably going to have to file a claim and order them again... or just get an extra set for christmas from someone in the US instead of china. T_T
- JBCodingHonored GuestI don't really know anything about making a VR glove. So, I'm not going to pretend to know things you don't about making one.
That said, if I were designing a VR glove, I'd prioritize being able to do the following (in order of most important to least):
Tracking the thumb and index finger
Tracking the hand
Tracking the body
Give accurate positioning of each in relation to one another
Emulate mouse movement based on index finger tracking
Emulate button and button combinations based on gestures
After fine tuning all of that, I'd add tracking for the other three fingers and work on releasing drivers and source code to allow developers to easily integrate it into their software and the emulation would be for those who cannot or will not add support. If you've ever heard of people using autohotkey scripts to change key bindings to other keys or other input devices, you can see how customization is critical.
As for tracking, I would think magnets would be the easiest way to handle it but, again, I don't know anything about actually developing VR gloves. I could see having a tracking ring/thimble on the end of each finger, one strapped to the palm and/or wrist and finally one near the chest or neck for body tracking. Though, the Oculus itself might end up providing a tracker for body positioning.
Personally, I don't think I'd want a bunch of stuff bulking up the back of my hand and fingers. Keeping the hand as mobile and unfettered as possible should be a priority if you want your glove to be a success. I only say that based off of how your prototype looks. Something to consider is moving the circuitry to a wrist band or a box that can be strapped on wherever the wearer considers convenient.
I don't know how helpful my opinions will be to you since I'm basically just telling you my wishlist for what I would want in a VR glove but good luck with your project.
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