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Oculus Touch: Difference between revisions

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==Features==
==Features==
*Hand presence - the controller naturally fit in the resting state of your hand.
*Hand presence - the sense of your virtual hands are the same as your natural hands. Your hands are tracked with accuracy and low latency.


*Manipulation - precise manipulation of virtual objects with both [[positional tracking|positional]] and [[rotational tracking]].
*Manipulation - precise and effortless manipulation of virtual objects. For example, user should be able to pick up a gun, fire it then discard it without having to think about it.


*Low mental load - instinctively interact with objects in VR.
*Low mental load - instinctively interact with objects in VR.
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===Tracking===
===Tracking===
Oculus Touch achieves precise, low latency, 6[[DOF]] 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 [[IMU]]s that allow [[rotational tracking]].
Oculus Touch achieves accurate, low latency, 6[[DOF]] 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 [[IMU]]s that allow [[rotational tracking]].


===Gesture Sensing===
===Gesture Sensing===