Controller Masks with Sensorimotor Implants - Text 3

This early research slowed or was abandoned before being marketed for a variety of reasons: the system’s unwieldiness, poor image definition, limited processor power, elevated production costs, etc. Some attempts were made, especially in the field of video games: Power Glove (Nintendo, 1989), Stuntmaster (Victormaxx, 1993), Sega VR (Sega, 1993), Jaguar VR (Atari, 1995), Virtual Boy (Nintendo, 1995), Glasstron (Sony, 1997), VFX3D (Interactive Imaging Systems, which would become Icuiti and then Vuzix, 2000), HMZ-T1 (Sony, 2011), etc.

With improvements to the processor, sensor, battery, screen and design, however, systems soon became lighter and some haptic ideas took hold, no longer in the form of gloves but rather with controllers (equipped with infrared transmitters and receivers): Wii Remote (Nintendo, 2006), PlayStation Move (Sony, 2010) and Kinect (Microsoft, 2010); and, on the visual side, with masks: Oculus Rift (Oculus VR, 2016), Vive (Valve and HTC, 2016), Project Morpheus, which would become PlayStation VR (Sony, 2016), Daydream (Google, 2016), Oculus Quest (Facebook, 2019), Vive Flow (HTC, 2021, controlled by telephone), and Apple Vision Pro (Apple, in development). Masks and controllers have now become inseparable. We must also mention those masks which are simple cases in which one inserts a telephone, such as Google Cardboard (Google, 2014) and Samsung Gear VR (Oculus VR and Samsung, 2015).

Document type (medium)

Born-digital text

Publisher

TECHNÈS

Date available

2022

Language

en

Format

text/html

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© TECHNÈS, 2022. Some rights reserved.

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Identifier

ark:/17444/54723g/5032

Record last modification date

2022-12-10

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