Overview
XR still borrows its input from the game pad. ControlXR asks for one wearable with the text bandwidth of a keyboard, the pointing of a controller, and fingertip feedback that can be tuned to feel like different materials.
Touch + type
- Frequency
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- Amplitude
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- Waveform
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System
How it works
Haptics: Unity’s XR Hands detects contact with a virtual object and fires the matching fingertip. Each pulse is shaped by frequency, amplitude and waveform.
Link: an ESP32 on the glove talks to the Quest wirelessly in both directions, actuator commands out and sensor readings back.
Input: several keyboard layouts tested on people, including one that maps keys onto the fingers, with keys identified through the headset’s computer vision.
The prototype
Result
Touch a virtual object and the right finger answers. The early prototype was demoed at the Harvard SEAS Design Fair, where visitors tried it.