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Augmented and virtual reality is becoming more and more established in the field of new technologies and innovations. In addition to entertainment elements such as game versions using VR, however, this element is an integral part of spatial visualization and an aid in engineering and research projects. Using the usual system of VR headsets or controllers, it is possible to transfer to the digital world, but there is still a barrier that does not allow real grasping or touching of objects. A scientific team from EPFL and ETH Zurich is trying to solve this possibility by using an intelligent high-tech glove. The simulation of touching virtual objects can thus be ensured by extremely realistic feedback.

According to the creators of these gloves, this is a unique product that does not yet exist not only anywhere else on the market, but also in development by competing producers. The main asset of the gloves is a very light and durable construction, which is made of simple componentsonentov. They are made of nylon fabric that is only 2mm thick and weighs approximately 8 grams per finger. Low energy consumption and the potential possibility of operation via battery power are also a plus, so you will not be hindered by unnecessary connection cables during operations in virtual reality.

"We are trying to produce a light and portable device that is unmatched by any other product in its class. On the DextrES gloves, light and elastic metal plates are attached from the top, which touch the fingers. If you touch a certain object in virtual reality, the subsequent response caused by the interaction affects your hands in the same way as when grasping a real object," describes the project's chief engineer Herbert Shea. The low energy consumption is caused by blocking the movement, instead of creating and simulating it, therefore it is possible to power the glove with a battery with a smaller capacity. In the future, those participating in this project will try to connect this system to, for example, surgeon training or various variations associated with augmented reality.

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