[video=youtube;URUlBCEMUVw]https://www.youtube.com/watch?v=URUlBCEMUVw[/video]
Well, thats another way to do it instead of doing a ton of R&D to figure out how to make Knuckle controllers. Tradeoff is that theres no buttons though, everything would have to be controlled through motion or UI's ingame (that use motion to control). Looks super super interesting though and hopefully they go further with it than just this demo.
i would love to see this in sim games
you wouldn't even have to program any motion controls because everything is controlled through the wheel/stick & throttle. it'd be purely cosmetic, but still a lot more immersive than having your virtual hands permanently glued
[QUOTE=Toro;52505363]Well, thats another way to do it instead of doing a ton of R&D to figure out how to make Knuckle controllers. Tradeoff is that theres no buttons though, everything would have to be controlled through motion or UI's ingame (that use motion to control). Looks super super interesting though and hopefully they go further with it than just this demo.[/QUOTE]
[quote=Oculus]Unfortunately, hands have about 25 degrees of freedom and lots of self-occlusion. Right now, retroreflector-covered gloves and lots of cameras are needed to get to this level of tracking quality.[/quote]
Knuckles is a practical, effective, and cost-aware solution to hand-tracking.
In likelihood actual effective full-motion finger-tracking will use a Vive puck-ring that has a glove attached to it; once you have absolute position from the puck, you can get fairly inaccurate relative finger positions from either electro-magnetic or smart material sensors.
Google R&D has nice sub-millimeter radar which can not only detect your fighters move but subtle muscle skin changes too
so one day hands and facial expressions of players may become easy part of MMOs :)
[QUOTE=Toro;52505363]Tradeoff is that theres no buttons though[/QUOTE]
Got me wondering if it's getting this precise to track hands, wouldn't specific gestures work in place for buttons? and I don't mean making a gesture to press button, I mean gesture to action (like index finger out and thumb up for gun, thumb down to fire, palm open drops/puts away gun)
[QUOTE=Craptasket;52505662]Got me wondering if it's getting this precise to track hands, wouldn't specific gestures work in place for buttons? and I don't mean making a gesture to press button, I mean gesture to action (like index finger out and thumb up for gun, thumb down to fire, palm open drops/puts away gun)[/QUOTE]
Thinking about it, couldn't you place a small rubber button between each joint of a finger and have them pressed by the thumb? If you make them small enough it wouldn't have to be all that flexible, and you could fit 3 on each finger.
I'm not convinced that gloves are desirable in most VR applications. There's a lot to be said for the tactile feedback of holding a real object; controllers shaped to naturally fit in each hand can feel more natural than groping the empty air.
Ideally I'd like to see the concept of the Touch controller updated with more accurate finger pose awareness, and maybe some kind of strap so that you can't drop it even if you tried.
It would be cool in the future if these could have some kind of resistance built in communicating with the software, so if you're picking up an object the gloves 'tighten' and restrict the movement of fingers, simulating a physical object. No fucking idea if that would be possible though.
How about that occlusion though?
[QUOTE=bitches;52505775]I'm not convinced that gloves are desirable in most VR applications. There's a lot to be said for the tactile feedback of holding a real object; controllers shaped to naturally fit in each hand can feel more natural than groping the empty air.
Ideally I'd like to see the concept of the Touch controller updated with more accurate finger pose awareness, and maybe some kind of strap so that you can't drop it even if you tried.[/QUOTE]
In theory there could be things like haptic feedback used to loosely simulate collision, recoil and so forth, and then a mixture of either sensors, straps, and/or gloves with physical controllers to allow for simulation of the whole matter, but that'd probably be expensive as hell.
[QUOTE=Talishmar;52505816]How about that occlusion though?[/QUOTE]
The video isn't a demo for a proposed product. It's from a dev blog page discussing research into human capture; they do it to study VR interaction to figure out what they [I]would[/I] want in a product.
yeah, I'm pretty sure those are the same gloves from [url="http://s3.amazonaws.com/digitaltrends-uploads-prod/2017/02/Facebook-Oculus-Gloves.jpg"]this[/url] photo that was doing the rounds awhile back when Zuckerberg visited the Oculus research labs. You can see they're using an off the shelf Optitrack system to test out what kind of interactions are possible with gloves; they're not a prototype or anything.
Seems like it would be incredibly useful for remote controlling something
Way the hell better than the leap lmao
Cool, plus if you need buttons for a certain game, you could always just use a controller with the gloves on. Kinda defeats the purpose though.
There's a potential market for dummy guns that let you simulate trigger pulls and reloads, with fake mags that have digital signatures to let the game know which one has ammo or not. This rules.
That looks like a fantastic way to do motion capture for hand animations.
[QUOTE=Reds;52507604]That looks like a fantastic way to do motion capture for hand animations.[/QUOTE]
I'd be surprised if this didn't already exist.
I'm going to flip off EVERYONE
[QUOTE=Lollipoopdeck;52508654]I'm going to flip off EVERYONE[/QUOTE]
I know what i'm gonna do
:fap: :smug:
[QUOTE=Nabile13;52507616]I'd be surprised if this didn't already exist.[/QUOTE]
I'm sure it does, Oculus was just comparing techniques for hands, this is wildly impractical for a video game user, as bitches said this is not meant to be a product to be advertised, it was an unlisted video for an article about hand tracking afaik.
There's plenty of companies actually looking at full hand tracking using the obvious practical solution though of tracking your wrist and then using flex sensors to track your hands:
[media]https://www.youtube.com/watch?v=3Aebq8gPfk4[/media]
All of them are vive at the moment as far as I know as the tracker lets you prototype and implement custom peripherals, don't think Oculus has anything comparable at the moment.
[QUOTE=Elspin;52508889]I'm sure it does, Oculus was just comparing techniques for hands, this is wildly impractical for a video game user, as bitches said this is not meant to be a product to be advertised, it was an unlisted video for an article about hand tracking afaik.
There's plenty of companies actually looking at full hand tracking using the obvious practical solution though of tracking your wrist and then using flex sensors to track your hands:
[media]https://www.youtube.com/watch?v=3Aebq8gPfk4[/media]
All of them are vive at the moment as far as I know as the tracker lets you prototype and implement custom peripherals, don't think Oculus has anything comparable at the moment.[/QUOTE]
You can register a third Touch controller for tracking custom objects, but it's just strapping a whole controller to something rather than a separate product with IO pins.
[QUOTE=bitches;52508996]You can register a third Touch controller for tracking custom objects, but it's just strapping a whole controller to something rather than a separate product with IO pins.[/QUOTE]
Not quite a vive tracker (which also has a serial comm line in the pins for things other than buttons), but that should do fine for most things. Before the vive tracker existed it's what we used for most of our prototyping
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