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{"id":3108273,"date":"2020-01-24T13:58:00","date_gmt":"2020-01-24T12:58:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/virtual_reality-kabellose_haptische_dexmo-handschuhe_machen_virtuelle_realitaet_greifbar\/3108273"},"modified":"2024-05-11T01:55:36","modified_gmt":"2024-05-10T23:55:36","slug":"virtual_reality-kabellose_haptische_dexmo-handschuhe_machen_virtuelle_realitaet_greifbar","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/virtual_reality-kabellose_haptische_dexmo-handschuhe_machen_virtuelle_realitaet_greifbar\/3108273","title":{"rendered":"Virtual Reality: Kabellose haptische “Dexmo”-Handschuhe machen Virtuelle Realit\u00e4t greifbar"},"content":{"rendered":"

Haptische Handschuhe sind derzeit ein hei\u00dfes Thema im Bereich der noch kostspieligen “Business-VR”. Das Fingertracking von Valves Index-Controllern ist schlie\u00dflich eine sch\u00f6ne Sache, doch noch glaubw\u00fcrdiger wird die Interaktion der H\u00e4nde mit virtuellen Gegenst\u00e4nden, wenn sie durch mechanische Bremsen und den Gegendruck von Motoren im Handschuh sp\u00fcrbar werden. <\/p>\n

Die deutsche Ausgabe des Youtube-Kanals MRTV hat vor kurzem die erstaunlich “handliche”, kabellose Variante dieser Vision vorgestellt. Die Dexmo Gloves von Dexta Robotics sehen zwar so aus, als h\u00e4tte eine Roboterspinne Besitz von den H\u00e4nden ergriffen, doch pneumatische Schl\u00e4uche oder klobige, damit verbundene Ger\u00e4tschaften wie bei HaptX (zur News<\/a>) sind hier nicht n\u00f6tig.<\/p>\n

Der Preis scheint auch hierbei allerdings so hoch zu liegen, dass er auf der offiziellen Website<\/a> nur auf Anfrage mitgeteilt wird. Es d\u00fcrfte also noch einige Jahre dauern, bis Vergleichbares im Preisrahmen f\u00fcr Spieler und den Massenmarkt ankommt. Trotzdem bietet die von MRTV-Host Sebastian Ang gespielte VR-Demo bereits einen spannenden Ausblick auf k\u00fcnftige Einsatzm\u00f6glichkeiten. Wer die Handschuhe einmal selbst ausprobieren m\u00f6chte, kann \u00fcbrigens eine entsprechende F\u00fchrung in seinem Dortmunder Studio (“MRTV Experience<\/a>“) buchen, bei der auch verschiedene VR-Headsets und Zubeh\u00f6r-Gadgets ausprobiert werden k\u00f6nnen.<\/p>\n

<\/div>\n
Das VR-Magazin Mixed.de<\/a> beschreibt die Technik hinter den Handschuhen folgenderma\u00dfen:<\/p>\n

“Krallen\u00e4hnliche Verbindungen, sozusagen Roboterfinger, laufen oberhalb der eigenen Finger zu den Fingerspitzen. Die stecken wiederum in etwas gr\u00f6\u00dferen \u201cFingerh\u00fcten\u201d. Diese Fingerh\u00fcte m\u00fcssen zu Beginn so justiert werden, dass sie fest genug sind, um die haptischen Impulse gut wiederzugeben (beispielsweise Vibrationen). Sie d\u00fcrfen jedoch nicht so eng sein, dass es den Tragekomfort st\u00f6rt. Die Roboterfinger haben Gelenke und werden von eigenen kleinen Motoren gesteuert. Durch sie ist es m\u00f6glich, dass die Finger des Nutzers gebremst oder bewegt werden, je nach Interaktion mit einem virtuellem Objekt. Durch den physikalischen Widerstand ist es m\u00f6glich, virtuelle Ojekte \u00e4hnlich wie reale zu greifen und dabei ihre Kontur zu f\u00fchlen.”<\/p>\n

<\/em>Zur Kontaktaufnahme mit dem PC wird \u00fcbrigens jeweils ein Vive-Tracker ans kabellose Ger\u00e4t montiert. Ein Nachteil ist freilich, dass ohne Stick oder klassische Feuerkn\u00f6pfe die Laufbewegung oder spieltypische Eingaben komplizierter werden. Ersteres k\u00f6nnte man aber evtl. durch omnidirektionale Treadmills (also Laufb\u00e4nder f\u00fcr alle Richtungen wie im Film Ready Player One) ausgleichen.<\/div>\n

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