Virtual hand is an interface term intended to describe a one to one direct map between a physical hand and a virtual interface. Virtual Hand was first utilised in CAVElib based VR.
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The RAPHaEL hand, or Robotic Air Powered Hand with Elastic Ligaments was constructed by Virginia Tech researchers. Its main claim to fame is a 60psi deft and dexterous movement, with a complete lack of motors. It uses actuators based on the accordion model instead.
Fluidhand is a product of the Orthopaedic University Hospital in Heidelberg, Germany. It is the first complete hand prosthesis in which each finger moves separately, without being a separate unit.
Technology and movie-making have always gone hand in hand but the latest breakthroughs are changing the very nature of the process. Those in the industry say that thanks to the role of graphics processing units (GPUs), the director's vision can be more fully realized.
In August 2008, the first hand and forearm pairing was achieved which realistically bypasses the uncanny valley for the lower arm, and allows completely realistic movement of the wrist and hand.
Telehealth care and ubiquitous monitoring go hand in hand. Sometimes that leads to the creation of novel technologies. More often, it involves repurposing technologies from several other fields and combining them as one. In the case of the wearable electrocardiograph developed by Japan's National Institute of Information and Communications Technology (NICT), it's a little of both.
One of the major issues with any virtual form, is facial expression. Traditionally, getting a virtual face to match your physical intent for expression in real-time, was a lost cause. Even for big budget film making, CG overlays had to be constructed frame by frame by hand. Enormously time consuming, ludicrously expensive and completely useless for real-time usage.
This virtual reality system focuses specifically on helping stroke patients regain more use of arm and hand movement, hopefully making everyday tasks such as eating, drinking and driving possible.
A look at how world design is moving forwards, propelled by gameworlds. The size of the virtual landscapes is rapidly climbing, and the cost of hand-making objects for all that space is unfeasable. We therefore have to look at other methods for content generation.
You are travelling through a forest, dappled sunlight streaming through the branches above, casting shadows on the ground. Leaves crunch underfoot, and the odour floats up to you. Closing your eyes, you reach out to pluck a flower - and feel nothing. Opening your eyes, you see your hand is in the middle of the plant you tried to pluck. Carefully, focussing with your eyes, by trial and error, you grasp and break off the flower, not feeling anything between your fingers. Suddenly, you realise you cannot even feel your fingers, you have not been feeling them, and you run a hand over your body, no sensation; you have to look to see you are touching skin.
Slipping an slim line, lightweight stereoscopic HMD over your eyes; each of the two screens sending data to a different eye, giving the same angles in the virtual world as light takes to each eye in the physical. Holding a stylus in one hand, and a 3D pointer in the other. This is the set up for art work, heavy engineering design or model making with ?Drawing on Air?.
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University at Buffalo's Virtual Reality lab have developed a virtual clay sculpting system to enable users to sculpt a block of clay, or anything else malliable. The resulting product is stored in VR, and can be produced using CAM manufact...
A highly functional bionic hand which was invented by a Scottish NHS worker has gone on the market.
It was invented by David Gow and was designed and built by Touch Bionics, which is based in Livingston. Mr Gow, who is the di...
Researchers in Japan are developing a new touch screen system, the HIRO III, that incorporates a robot hand that could offer a new way of simulating the touching of virtual objects and receiving feedback from them.
Novel VR interfaces are nothing new, and a few pop up every year. This one, created by students from Carnegie Mellon University is no different, except that it is designed to turn you into Mario from the Nintendo platform games ? and works ...
Hand transplants are eventually "accepted" by the brain, a study shows, raising the prospect of full movement being recovered. Surprisingly, it seems that in right-handed people, the left hand is accepted sooner.
The motor ...