Consumer grade VR gloves based on hall effect sensors in an angular flexion arrangement

2024

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DOI 10.1109/ieeeconf61558.2024.10585527
Data confidence 70 medium
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Abstract

VR gloves can greatly enhance the realism of the VR experience by allowing users to not only see and hear the virtual environment, but also touch it without having to press buttons. This could make VR more appealing to a wide range of users, as well as increase the effectiveness of VR applications in various fields such as education, entertainment and others. VR gloves are currently aimed at the enterprise market and are out of the price range of the regular consumer. They offer benefits for social interaction in VR experiences and improve immersion. This article covers findings during the design process of an affordable VR glove prototype, based on hall effect sensors in an angular flexion arrangement, such as: user input surfaces (buttons, joysticks etc.), power supply and management of the glove, sensor accuracy, noise suppression, form factor, wiring, weight distribution, tracking solutions and material selection.