Difference between revisions of "Oculus Touch"

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==Features==
 
==Features==
*Hand presence - the controller naturally fit in the resting state of your hand. Interact with objects in VR naturally.
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*Hand presence - the controller naturally fit in the resting state of your hand.
  
 
*Manipulation - precise manipulation of virtual objects with both [[positional tracking|positional]] and [[rotational tracking]].
 
*Manipulation - precise manipulation of virtual objects with both [[positional tracking|positional]] and [[rotational tracking]].
  
*Low mental load
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*Low mental load - instinctively interact with objects in VR.
  
 
*Communicative gestures - hand gestures are detected. Useful for social interactions.
 
*Communicative gestures - hand gestures are detected. Useful for social interactions.

Revision as of 08:54, 27 June 2015

Oculus Touch
Oculus touch1.jpg
Basic Info
Type Input Device, Motion Tracker
Subtype Hands/Fingers Tracking, Haptics
Platform Oculus Rift
Developer Oculus VR
Release Date First half 2016
Website https://www.oculus.com/en-us/rift/
System
Operating System Windows, Mac, Linux
Storage
Display
Image
Optics
Tracking
Tracking 6DOF
Rotational Tracking IMUs
Positional Tracking External camera sensor
Audio
Connectivity
Device
Input Analog stick, 2 buttons, 2 triggers, hand gestures
Oculus Touch also known as the Half Moon is the first unique Input Device for the Oculus Rift. One Oculus Touch controller is held in each hand. These devices are wireless and motion tracked by the same positional tracking sensor that tracks the Rift HMD. In addition to traditional gamepad controls such as analog stick, buttons and triggers, Oculus Touch is able to detect hand gestures and provide haptic feeback.

Oculus Touch was revealed alongside Oculus Rift CV1, on June 11, 2015 during Oculus VR's Pre-E3 Special Live Event.

Features

  • Hand presence - the controller naturally fit in the resting state of your hand.
  • Low mental load - instinctively interact with objects in VR.
  • Communicative gestures - hand gestures are detected. Useful for social interactions.
  • Transitional inputs - gamepad inputs such as analog stick, buttons and triggers
  • Lightweight -

Hardware

Traditional Controls

One wireless Oculus Touch is held in each hand. 2 Oculus Touch controllers are designed to operate simultaneously. Some of the controller's features are similar to that of a traditional gamepad. It has 1 analog stick and 2 buttons on top and 2 triggers, 1 for the index finger located in front and 1 for the middle finger on the side.

Tracking

Oculus Touch achieves precise, low latency, 6DOF tracking through the same system as the Rift headset. IR LEDs are placed on the controllers' bodies and rings, allowing them to be tracked by the same positional tracking sensor that tracks the HMD. The LEDs on the outer rings prevent occlusion caused by your hands. In addition to positional tracking, controllers possess built-in IMUs that allow rotational tracking.

Gesture Sensing

The device has an inward facing sensor matrix and additional sensors that keep track of your fingers and detect hand gestures.

Ergonomics

You grip the controller similar to how you shake someone's hand. Your thumb is placed on top of the controller and handles the analog stick and 2 buttons. Your index finger is placed in front and is responsible for a trigger there. Your other 3 fingers grip the handle of the controller with your middle finger responsible for a trigger on the side.

When you hold the controller, your hand is in a comfortable natural resting position. When you grab something or pick something up in VR, you activate the side trigger with your middle finger and grip of your hand becomes tighter. It simulates the natural motion of grasping an object in real life.

Apps

Developer

History

Oculus Touch's codename while in development was Half Moon.