Hello, and welcome everyone!
Here I will explain everything about the Atlas. (The name of the VR gloves I have been working on.)
First off, here is a little bit about the glove. The Atlas was created to make using the Oculus more immersive. It uses three flex sensors, and a gyroscope accelerometer combo called the MPU-6050. The MPU-6050 runs with the fusion, this means that none of the processing takes place on the computer. Saving you some frames or FPS. Currently it is a very early prototype, and doesn't work in game yet. But it works in a program that controls some geometry. (See media section for link to a video.) Also, the Atlas doesn't have any haptics. (May never have haptics.) Also note I'm working on making this a real product so feedback is very much appreciated for future builds. And note that the Atlas has made it to a national science fair! Wish me luck!
Atlas Vs. Others
I have posted before about the Atlas, and I've gotten mixed results. Some thought it was amazing, others.... Not so much. The "others" mentioned the Leap or the MYO controller. Both are pretty cool, but neither are designed for gaming.
For starters, the Leap is a camera, like the kinect. (It's much better than the kinect.) That sits somewhere above your hands, mounted. The problem with this is that it requires you to be sitting. And if the point of VR is to be in "virtual reality", newsflash! You don't sit down for your entire life, so that's not reality. So if you want to be more immersed, than use something else. And another thing about the Leap, it's a camera! It has a slower refresh rate than the MPU-6050. The MPU-6050 samples at about 1kHz. This is considerably faster than the Leap. Plus the sample rate is after the processing all of the data. Most cameras and the one that the Leap uses is slower, and the processing takes place in the computer.
Now a little about the MYO, the MYO needs you to make extreme poses. Plus it doesn't trace your fingers, or your wrist. It's neat, but it was designed for a different purpose. And it's better for that purpose.
There are other gloves, I'm not sure what they're called. But in general, to have a VR glove means that you have something that has around 6 dof or more. (6 dimensions of freedom.) It also should include wrist rotations, arm rotations, arm tracking and it must be very fast. (Like the MPU-6050 fast.) The Atlas has all that and more. (To all be included in later builds.)
Concepts Or Future Ideas
Currently, I am working on a full kinematic chain. This means that there can be a gyro/accelerometer combo at your joints that make up your arms. So in game, you can recreate a full skeletal system to control the character. (Move arm up, characters arm moves up, e.t.c..)
The flex sensors that make up the Atlas will break after a certain amount of use. So the glove is designed so that none of the electronics or found on the gloves, but on a different part of the arm. None of the electronics are on the glove because when the flex sensors do break, you can easily replace the glove for a relatively cheap price. And plug the new glove into the system and it will work just like before the flex sensors broke.
This is only a working PROTOTYPE!(PS3 controller for scale)
Atlas Pose Tests! (Youtube) http://www.youtube.com/watch?feature=player_detailpage&v=9mN1t7c66UE
AtlasVR On Twitter! https://twitter.com/AtlasVR
Thanks For reading hope you enjoyed, please leave any comments or suggestions here.
Q: Have you seen the new version of the Nintendo power glove?
A: Yes, I have seen it and I think it's neat. But it's not the best for VR.
Q:You aren't going to have haptics?
A:No, there will be haptics but it will be simple. Like a vibration motor, nothing to fancy.