There’s a coming tide of VR peripherals on the horizon, and haptic gloves represent a compact, and (relatively) cost-efficient solution among the multi-pronged challenge that is VR input.

While infrared depth cameras like Leap Motion and Microsoft Kinect can facilitate some pretty convincing skeletal tracking nowadays, allowing the user to enter virtual spaces as never before, we find ourselves asking this: what about feeling inside those spaces? We take a look at two different haptic gloves approaches to determine just that.

See Also: Video Preview: Manus Machina’s Wireless VR Glove Looks Promising, Headed to E3 2015

Gloveone

Still at the crowdfunding stage but quickly gaining traction among would-be backers, Gloveone was created to enable users to feel and touch virtual objects using tiny actuators, 10 in total for each glove.

Data from these ‘haptic points’ are transferred either by a low-latency USB connection, or via the glove’s Bluetooth module that sips from an 800mAh onboard battery, giving the glove an alleged 4 hours of battery life.

The Spain based NeuroDigital Technologies says the actuators on Gloveone “vibrate independently at different frequencies and intensities, reproducing accurate touch sensations.” The key words here are ‘touch sensations’, because Gloveone doesn’t really reproduce touch itself, but an approximative force that acts as a placeholder for touch-based interactions.

gloveone actuators

Gloveone Kickstarter Campaign

The Gloveone doesn’t entirely rely on its 9-axis IMU hidden behind the logo though, but rather uses it in concert with commercial sensors including Leap Motion and Intel RealSense. Because hand tracking isn’t perfect yet, this gives the user a more stable interaction to count on when ‘touching’ virtual objects.

At $199 for single glove, and $395 for two, getting to be apart of the early stages of VR touch interaction doesn’t sound nearly as expensive as we thought, especially if you already have a Leap Motion on hand (no pun intended).

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Hands Omni

Virtuix, as in the same company that produces the Virtuix Omni VR treadmill, have put a lot of focus on VR locomotion, but recently the company has delved into haptic gloves as well. Virtuix sponsored a team of students at Rice University to create a haptic glove prototype, the very punny Hands Omni (get it, hands on me).

To approximate touch, the glove uses inflatable mini-bladders that give a sense of pressure to the hand when touching a virtual objects. How effective this is compared to mini-rumble actuators, we can’t say for sure, but the team maintains that the Hands Omni is still at “Google Cardboard level” in terms of development and miniaturization.

omni-hand-lorenzo-virtuix-vr
Smaller wearable version of initial Hand Omni build

The Hands Omni is very interesting in its use of bladders to create an actual sense of physical pressure on the hand—a closer one-to-one than what amounts to mini-rumble packs—but in a device that relies on air compression to drive interactions, tightening up latency will still a very large hurdle to overcome if the project wants to keep moving forward.

Although a promising start, Virtuix says they won’t be diverting any resources from their other projects at the moment “or have any plans to commercialise it at this time.”


As the aphorism goes “seeing is believing, but touching is truth.”

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Druss

    I guess these kinds of approximations are really as good as it’s going to get in the foreseeable future. The holy grail of VR, a direct-to-nerve interface, is still decades away.

    • Devin

      THEN…we can live out SAO for ourselves!

    • Anthony Dean Piniella

      We’re actually extremely close. The tech growth is exponential, so within the next five years will have something similar to a Ready Player One technology. probably less than decade for something like full-dive.

      • Seb J

        Anthony, neuroscience is barely understood as it is. Molecular neuroscientists can’t even agree one what part does what thing. You’re actually a complete idiot if you think something like that is coming within your life time.

        • mesonw

          You could’ve just posted the tech angle instead of throwing in an insult too. But maybe that kind of online interaction is not going to come within his lifetime either.

  • ematter

    An Omni / Virtualizer type frame suspending two leg supports, example
    shown in the link, with mechanical computer controlled joints that primarily manage resistance would be far more effective. Running would be seamless, and climbing stairs would just be a matter of increasing resistance of the knee joint as you step
    up, while simultaneously lowering you to keep you at the same level.

    http://3dprint.com/69887/leg-brace-3d-printing/

    Indeed you can apply the same logic to the arms and gloves to pick up and hold a sword, then swing it and hit another virtual sword, with resistance redirected to the frame to provide the feeling of weight.

    The obesity epidemic and rise in gym memberships demonstrates a clear market for a good product, however the technology has to start somewhere.

    • Tryst46

      One of the biggest problems is the strength of a limb. You can put out a lot more strength with your leg than a force feedback can brake, in addition, you can easily snap plastic parts.

      Like Haptic gloves, you have to train your mind not to grab too hard. the braking force is only 5 lb (2 kilos) per finger but you can put out a lot more than 5 lb of force. Even with my strength, I can lift nearly 4 kilos just by bending one finger, that’s twice what the braking force of haptic gloves are and some people can easily lift more than that. If you have plastic parts, you can either snap the plastic or snap the tensioner or overload the brake. These things need to be taken into consideration.

      Hands and arms are more easily controllable for output strength than legs, especially if you are walking or climbing stairs. Your brain would naturally make the muscles pull harder to overcome any feedback and a heavier person would automatically work the muscles harder because it’s normal due to their weight. Broken parts would become a problem.

      The only way to overcome this would be to have metal parts and metal braking cables that cannot be overcome by brute force. The braking mechanism also needs to be something like a threaded bar on a fixed nut that would be impossible to overcome. Remember that not everyone weighs in at 76 kilos.

  • Jason RK

    I want to design a glove and I have a very good idea. How do I go about starting to get this moving?

    • Seb J

      Make it yourself? “Ideas” aren’t worth jack shit. Are you an engineer? No? Then what makes you qualified? You can’t just go “Hurrr duurrrr I got a idea guysssss” and expect people to take it seriously and make it for you. If your idea is that fleshed out, then make it yourself. If it’s not, then sit down and shut up.

      • mesonw

        Another cracking reply. You really don’t come from the school of positive thinking do you? You having a bad day?

  • Dude duderson

    Anyone interested in haptic feedback glove technology should also look into a company called Haptx (pronounces Hap-tics, get it?). Their prototype glove so far has over 100 tactile feedback points, in each glove, way above the puny 10 actuators/bladders these other gloves provide. Check ’em out!:

    https://haptx.com/press-release-haptx-glove/

  • Antoine Resistence

    This is a fraudulent project, as well as Luis Castillo and Francisco Nieto are scammer.
    https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/comments