By contrast, the company may be underselling its use as an accessibility device. You can add “CaptoSensors” for “more advanced positional tracking of arms and hands,” according to the Kickstarter page, and the CaptoGlove was accepted into the Vive Tracker program.Įven so, CaptoGlove is probably overselling the XR capabilities. However, the CaptoGlove’s capabilities can be expanded. It was about the input, not so much about the hand tracking, in this particular demo. This is, then, not a camera-based uSens or Leap Motion hand tracker, nor a Finch VR-type hand controller, nor for that matter even quite like the tracked controllers for Rift and Vive. In the L4D demo, because the CaptoGlove was in this case mapped to the shooting controls, it’s not as if our hand was replicated in the VR environment. That is, it doesn’t recreate your hands in VR, for example it lets you essentially remap input controls, and in doing so, it enables the 10DoF, which comes quite naturally because it responds to your hand movement. The device and its SDK are on the cusp of release, and promise to bring one of the most affordable, compatible, and adaptable VR glove experiences yet made to the consumer market, and more importantly, to developers.However, the CaptoGlove is not a hand tracker-it’s a motion controller.
After it met with resounding success there, it was tweaked and given special software to make it into a game controller, and that’s where things stand today. From there, it wound up in the military, helping to train pilots. Once developers begin to embrace the CaptoGlove, more comprehensive experiences are likely to make their way to both mobile and PC.ĬaptoGlove got its start in the medical world about five years ago, as a physical therapy tool meant to aid in rehabilitation for patients who had lost some mobility. Since the SDK has yet to be released, gaming will largely be limited to remapped normal controls for now, as seen in the impressive Crysis 3 gameplay below.
Naturally, this also means that those using apps like RiftCat or Trinus to play their PC games in VR with their smartphone and a headset like Daydream View or any Cardboard-compliant piece can use the CaptoGlove as well. The impressive set of gloves is compatible with PC-based VR systems and mobile devices, making it the very first consumer-purchasable VR glove to hit the mobile world. The CaptoGlove is currently up for preorder at $40 off per glove, coming in at $415 or a pair, or $210 for one glove, until its official release on May 21. There is also an SDK on the way, which will allow developers to find and create entirely new uses for the CaptoGlove in and out of VR. The gloves connect via Bluetooth, and thanks to remappable functions, can be used to control almost any game on mobile or PC, VR or not, in an entirely new way. The cloth itself is made in conjunction with famous Italian glove maker Reusch. The sleek wearable is made of cloth, with special equipment embedded to allow it to sense the current positions of the hands and fingers, and relay that information to a compatible VR app. Google’s Daydream and Cardboard platforms, as well as Samsung’s Gear VR platform, will support the latest VR glove hitting the market, the CaptoGlove. smarthphone-comparisions Smartphone Comparisons.ultimate-tech-gift Ultimate Tech Gift Guides.chinese-smarthphones Chinese Smartphones.