Editing by Zenan, Xiao Zhou
There's still some distance behind the brain, but the virtual world has come to us.
You can't wear Facebook's (now Meta) high-tech virtual reality gloves now, but it's not far from the technology.
Meta's "birth" is accompanied by Zuckerberg's infinite yearning for the virtual world and the metacosm. But the company's name change is not a matter of urgency, and for the past seven years Facebook has been working on a new sub-component of human-computer interaction, a tactile glove that can reproduce the touch of grasping objects or touching surfaces of different materials.
Meta recently unveiled the glove to the media for the first time, and the device is seen as the future of interaction with VR and AR with other wearable technologies.
The prototype of the Meta glove costs about $5,000 and has about 15 ridge-shaped inflatable plastic sheets on each finger, known as actuators(actuator), the haptic interaction position is arranged in a position that fits the wearer's palm, under the finger, and fingertips. The glove is also a VR controller with a white marker on the back of the hand that lets the camera track how the finger moves in space, and the internal sensor captures how the wearer's finger bends.
When you put on gloves and enter the VR or AR world, the complex control system on this tool adjusts the inflator to create a figurative pressure on your hand. If you touch a virtual object with your fingertips, you will also feel a specific touch.If you grab a virtual object, the actuator on your finger will harden, creating a damping sensation. These feelings work with visual and audio interactions, creating the illusion that the body is in contact with objects.
The technology draws on recent advances in software robotics, replacing bulky motors with miniature gas valves. Since acquiring startup Oculus VR in 2014, Meta has been working on how to make virtual environments accessible. It developed the first prototype of the glove in 2015 - a finger with a single actuator.
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