A Real Life Haptic Glove (Ready Player One Technology Today) - Smarter Every Day 190

3.2M views · 8 years ago · demo · dated

Destin Sandlin of Smarter Every Day tries a HaptX haptic glove, a VR glove that pushes back on the hand to simulate touch. He tests how convincing the tactile feedback is and what the hardware does.

HN points to it as the best demonstration that tactile feedback could finally make VR convincing, such as the spider legs felt on the palm.

“The guy thought VR was stupid until he used the glove, then was instantly immersed.”

5 comments from Hacker News

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@filoeleven2021 · in “LucidVR open source force feedback VR gloves”
Here’s my favorite VR glove video, from Smarter Every Day. They have enough sensors in the palm to let you feel a spider’s legs walking on it. ▶ this video
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@filoeleven2019 · in “3D interfaces are usually worse than 2D interfaces”
Check out this Smarter Every Day introduction to the HaptX force feedback glove from last year.[1] The guy thought VR was stupid until he used the glove, then was instantly immersed. They’ve packed a lot of sensory feedback into it. Once force feedback hits, translating 2D onscreen control surfaces to 3D models will be both trivial and worthwhile, at least in the niche realm of virtual audio devices. Touchscreens have already made them much more playable, and things like TouchOSC allow for some customization. I’d love to have something like the Reason rack[2] in a space where I could use all 10 fingers instead of 1 mouse pointer to interact with it. [1] ▶ this video [2] link
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@jadeddrag2018 · in “Excellent Haptic VR Glove Review (HaptX)”
Submitted the video to Hacker News.
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@paulz_2021 · in “Ask HN: How close to Ready Player One's Oasis are we in 2021?”
Quite Close! As you implied it would be expensive to experience the cutting edge right now but here is what it would look like: You would want a really high end headset, a haptic suit, haptic gloves, graphics cards and a pc to run it, and game to actually experience it. -Pimax 8k $1500 -Research grade haptic gloves[0] $5000-$10000? -Tesla Suit $2750 -Gaming pc and Scalped 3090s to run in SLI $10000 You could do a treadmill too but I actually don't think that tech is quite there yet and question just how much more immersed you would be at that point. Now once your discount iron man suit is fully equipped what game do you actually play? You mentioned skyrimVR it actually has ok haptic support via mods. However, what you really would want to play for the full Oasis experience is VRChat where with your haptic suit you could high five someone or feel them tap on your shoulder. It's also a thriving community full of bizarre worlds and avatars. Most of the hardware isn't directly supported in VRChat but you can find guides online of people getting it to work. [0] ▶ this video
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@filoeleven2020 · in “Mutable Instruments' Eurorack Modules”
> Obviously, using a mouse/trackpad is not the same as tweaking real knobs, but it's much cheaper. I’m interested to see what the availability of cheap VR does here. With today’s room scale VR, using knobs and sliders in a 3D space is feasible. Being able to develop spatial memory, even without tactile feedback, makes for a compelling alternative to using a mouse and screen. Once VR/AR gets tactile feedback like this glove[0], it gets even closer to parity with hardware. If the module controls in VCV Rack are standard components (button, knob, slider, etc.) then it should be pretty simple to translate them into 3D controls. Though I guess buttons may not work as well as switches, I haven’t encountered them in VR yet. Anyway, with those component mappings in place, any VCV module should be displayable in a virtual rack with no extra effort—it’s just a procedural UI change, generated from the existing 2D layout, that doesn’t impact the audio engine at all. [0] ▶ this video
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