#vrcontrollers — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #vrcontrollers, aggregated by home.social.
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https://www.europesays.com/ie/408950/ Ultrasound Wristband Translates Muscle “Strings” into Robotic Dexterity #AI #Éire #HandTracking #HumanoidRobots #IE #Ireland #MIT #Neurobotics #Neuroscience #neurotech #Prosthetics #Robotics #robots #Technology #UltrasoundWristband #VRControllers
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I think we're seeing the final major iterations of #VirtualReality Controllers, and #VR #technology is about to hit that maturity point where there isn't much else to do beyond making what's there better.
Unless someone comes up with a groundbreaking new way to do input with them, #VRControllers will condense to buttons / sticks that you attach to your hands (either literally just half a #gamepad on a strap or harnesses for your fingers that push back) and cameras on the headset and in the room do #FingerTracking, #FullbodyTracking, and #FaceTracking. In other words, the designs where you actually hold controllers or attach extensive trackers to your body are kind of dead, aside from maybe #SlimeVR being marketed for a while longer as a way to improve that tracking and compensate for occlusion issues.
After that, attaching stuff to your body will be all about #haptic feedback, like a #HapticVest or a #gigglepuck.
The rest will be #software for #VRExperiences like #Resonite and #VRChat.
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I think we're seeing the final major iterations of #VirtualReality Controllers, and #VR #technology is about to hit that maturity point where there isn't much else to do beyond making what's there better.
Unless someone comes up with a groundbreaking new way to do input with them, #VRControllers will condense to buttons / sticks that you attach to your hands (either literally just half a #gamepad on a strap or harnesses for your fingers that push back) and cameras on the headset and in the room do #FingerTracking, #FullbodyTracking, and #FaceTracking. In other words, the designs where you actually hold controllers or attach extensive trackers to your body are kind of dead, aside from maybe #SlimeVR being marketed for a while longer as a way to improve that tracking and compensate for occlusion issues.
After that, attaching stuff to your body will be all about #haptic feedback, like a #HapticVest or a #gigglepuck.
The rest will be #software for #VRExperiences like #Resonite and #VRChat.
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I think we're seeing the final major iterations of #VirtualReality Controllers, and #VR #technology is about to hit that maturity point where there isn't much else to do beyond making what's there better.
Unless someone comes up with a groundbreaking new way to do input with them, #VRControllers will condense to buttons / sticks that you attach to your hands (either literally just half a #gamepad on a strap or harnesses for your fingers that push back) and cameras on the headset and in the room do #FingerTracking, #FullbodyTracking, and #FaceTracking. In other words, the designs where you actually hold controllers or attach extensive trackers to your body are kind of dead, aside from maybe #SlimeVR being marketed for a while longer as a way to improve that tracking and compensate for occlusion issues.
After that, attaching stuff to your body will be all about #haptic feedback, like a #HapticVest or a #gigglepuck.
The rest will be #software for #VRExperiences like #Resonite and #VRChat.
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I think we're seeing the final major iterations of #VirtualReality Controllers, and #VR #technology is about to hit that maturity point where there isn't much else to do beyond making what's there better.
Unless someone comes up with a groundbreaking new way to do input with them, #VRControllers will condense to buttons / sticks that you attach to your hands (either literally just half a #gamepad on a strap or harnesses for your fingers that push back) and cameras on the headset and in the room do #FingerTracking, #FullbodyTracking, and #FaceTracking. In other words, the designs where you actually hold controllers or attach extensive trackers to your body are kind of dead, aside from maybe #SlimeVR being marketed for a while longer as a way to improve that tracking and compensate for occlusion issues.
After that, attaching stuff to your body will be all about #haptic feedback, like a #HapticVest or a #gigglepuck.
The rest will be #software for #VRExperiences like #Resonite and #VRChat.
-
I think we're seeing the final major iterations of #VirtualReality Controllers, and #VR #technology is about to hit that maturity point where there isn't much else to do beyond making what's there better.
Unless someone comes up with a groundbreaking new way to do input with them, #VRControllers will condense to buttons / sticks that you attach to your hands (either literally just half a #gamepad on a strap or harnesses for your fingers that push back) and cameras on the headset and in the room do #FingerTracking, #FullbodyTracking, and #FaceTracking. In other words, the designs where you actually hold controllers or attach extensive trackers to your body are kind of dead, aside from maybe #SlimeVR being marketed for a while longer as a way to improve that tracking and compensate for occlusion issues.
After that, attaching stuff to your body will be all about #haptic feedback, like a #HapticVest or a #gigglepuck.
The rest will be #software for #VRExperiences like #Resonite and #VRChat.