{"id":224959,"date":"2017-07-02T00:51:24","date_gmt":"2017-07-02T04:51:24","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/hands-on-with-valves-knuckles-prototype-controllers-uploadvr.php"},"modified":"2017-07-02T00:51:24","modified_gmt":"2017-07-02T04:51:24","slug":"hands-on-with-valves-knuckles-prototype-controllers-uploadvr","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/mind-upload\/hands-on-with-valves-knuckles-prototype-controllers-uploadvr.php","title":{"rendered":"Hands-On With Valve&#8217;s Knuckles Prototype Controllers &#8211; UploadVR"},"content":{"rendered":"<p><p>    Editors Note: Valve has started    shipping the prototypeKnuckles controllersto    select VR developers in limited quantities. UploadVR hasnt    gotten its hands on a pair just yet, so weve reached out to    the development community to see what they think. This article    is a contribution from Denny Unger, Co-Founder, CEO, and    Creative Director of Cloudhead Games, the studio behind        The Gallery: Episode 1  The Call of the Starseed and    Episode 2     Heart of the Emberstone.  <\/p>\n<p>    User interfaces in virtual reality start with your hands. We    know that now with the Oculus Touch and the HTC Vive, but even    when VR was simply a screen strapped to your head many felt    that hands were the future. We began to develop The    Gallery on the first Oculus devkit with the Razer Hydra (a    Sixense technology) to deliver surrogate hand    tracking and body presence back in 2013. And when Valve    invited Cloudhead and the first wave of developers to see what    would eventually be known as the Vive, Valve showed a    commitment to that same vision. Now Valve has invited us and a    new wave of developers to begin working with their latest    prototypethe SteamVR Knuckles, a wearable VR controller    that tracks not just your hand, but each finger too.  <\/p>\n<p>    Back in 2014, we didnt realize exactly how accurate SteamVR    tracking wasthe whole notion of roomscale VR was almost    incomprehensible. Up until that point, there was still some    motion latency in VR, so you never felt completely attached to    the actions in your hands. But once the SteamVR Lighthouses    started tracking objects in a 3D space, it was a deep and    immediate connection of, Holy crap, thats actually my hand in    VR.  <\/p>\n<p>    Our goal then was to deliver an experience where the player    doesnt have to think about the controller, and has only    natural, gestural interactions. We wanted to demonstrate why    this kind of inputyour hands themselveswas meaningful. When    we received our first Vive devkit (wired at the time) we were    taping them to our hands in order to feel more immersed, and we    even spoke to Valve about crude ways they could strap the    controller on.  <\/p>\n<p>    Those early Vive prototypes already showed an incredible level    of fidelity, capable of measuring the tiniest fraction of a    movement. Its like the Moores Law of motion control; each    incremental improvement in tracking brings with it new    possibilities. So as soon as you have that kind of fidelity    with your hands in VR, you need your fingers to be more purely    represented. And thats what the    Oculus Touch started to do by bringing capacitive, gestural    input to the controller.  <\/p>\n<p>    Where Touch differs from what the Knuckles offer, however, is    that youre still pushing a binary button in the end; Touch    feels more grounded in traditional gamepad design.    Specifically, you always feel like youre holding something    with buttonsand that works perfectly for gun games and sword    games. But the Knuckles take that further by removing the    abstractions of first-gen VR inputs. Even though it looks like    a more complicated device, its actually a much simpler one.  <\/p>\n<p>    With the Knuckles, youre not holding a controller; it simply    straps to your hand and rests in your palm. If you relax your    hand into a natural flex, the controller stays put and keeps    tracking your fingers. If you reach out to grab an object in    VR, your hand wraps around the base of the controller, giving a    tangible feeling of grabbing something. That physicality is    something you dont get from data gloves, or vision based    inputs without any device, and that feeling can then be    fine-tuned with haptic feedback. Plus, youre not passing    around a sweaty data glove between your friends.  <\/p>\n<p>    When reaching out to an object with the Knuckles, Im not    thinking about the controller Im holding in my hand, because    Im not holding one. Im not thinking about how to use my    fingers either, because theyre not assigned to a button press.    Im not even thinking about my hand, and thats where the magic    comes inIm just thinking about grabbing the object, as I    would in real life. That entire grasping motion is represented    in VR, whether I pinch with two fingers, scoop with my hand, or    close my fist around it. The Knuckles track your fingers by the    distance they are from the base of the controller (your palm),    and represent that movement in VR. Its second nature.  <\/p>\n<p>    As developers, when we receive prototype hardware like the    SteamVR Knuckles, it makes us want to push the capabilities. In    the past, thats meant radically rethinking our stack of    interactions and locomotion systemsvirtually redesigning the    game. Weve written about what     these kinds of changes have meant for The Gallery in    the past, but the long story short is that new controllers like    the Knuckles arent just affecting the complexity of    interactions. We now have new possibilities for game mechanics    and design that havent and couldnt have been done before.    Its to be seen how these controllers will impact    Heart of the Emberstone in September, but theyll be    a core focus in designing Episode 3.  <\/p>\n<p>    Think of an interface-heavy app like Tilt Brush. Dials    can be intuitive, but using your fingers is organic. Theres a    possibility for gestural movements to call functions and    navigate dense data; there could be an entire language built    out of using your hands to manipulate paint brushes and pencils    and sizes and colors. Once you take the mental load of an    interface off the playeronce they stop thinking about the    controlleryou can leverage that partition into experiential    design and organic controls.  <\/p>\n<p>    The kind of technology that the SteamVR Knuckles offer is not    just impactful to the future of input in gaming, but also the    future of output. I can go to a social VR space and point to    something, or offer a peace sign, or tell somebody to hang    loose without having to think about it. The controller doesnt    guess your gesture, or snap to a new position, it represents    your fingers based on the distance it calculates. The more    natural and intuitive the interface, the less we think about    hardware. And the less we fixate on hardware, the more    present we can be in VR.  <\/p>\n<\/p>\n<p>    Prior to the Knuckles, hardware developers were looking for    something that would be more broadly accepted by the general    public. Something that resembled a Wiimote, like the Vive    wands, or something that when put together resembled a gamepad,    like the Touch controllers, meant that VR input was familiar.    Strapping an alien device to your hand in first-gen VR would    have been too much too fast. But I think it took the evolution    of those two controllers to get VR to the point where the    public could be comfortable with the idea of a controller    strapped to your hand.  <\/p>\n<p>    There are so many moments in life in which using your hands is    a vital part of the experience. There are implications for    education and communicationwith audiences who dont generally    understand videogame controllersbecause the SteamVR Knuckles    open the door to that broader audience. These are    pick-up-and-play controllers where you dont have to think    about the input, you just reach out and interact in virtual    space.  <\/p>\n<p>    User interface in virtual reality starts with your hands. And    once users are empowered in that way, and dont have to be told    how to use the technology, the next generation of virtual    reality is here.  <\/p>\n<\/p>\n<p>    This is a guest post not produced by the UploadVR staff.    Its a contribution submitted by Denny Unger,    theCo-Founder, CEO, and Creative Director of Cloudhead    Games.No compensation was exchanged for the creation of    this content.  <\/p>\n<p>    Tagged with: Knuckles, prototype,    valve  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post: <\/p>\n<p><a target=\"_blank\" href=\"https:\/\/uploadvr.com\/knuckles-controller-prototype-impressions\/\" title=\"Hands-On With Valve's Knuckles Prototype Controllers - UploadVR\">Hands-On With Valve's Knuckles Prototype Controllers - UploadVR<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Editors Note: Valve has started shipping the prototypeKnuckles controllersto select VR developers in limited quantities. UploadVR hasnt gotten its hands on a pair just yet, so weve reached out to the development community to see what they think <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/mind-upload\/hands-on-with-valves-knuckles-prototype-controllers-uploadvr.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[16],"tags":[],"class_list":["post-224959","post","type-post","status-publish","format-standard","hentry","category-mind-upload"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/224959"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=224959"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/224959\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=224959"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=224959"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=224959"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}