CyberGlove

CyberGlove

(hardware, virtual reality)
A data glove sold by Virtual Technologies. The spandex-like glove houses 18 sensors to track accurately just about every move your hand is capable of making. The accompanying software includes a three-dimensional hand model that can he added to any virtual reality application. The glove includes a mount for Polhemus and Ascension sensors.
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(US), Microsoft Corporation (US), Vuzix Corporation (US), CyberGlove Systems Inc.
Digital force gauges and pinch gauges were used to assess manual hand forces during destemming, and a CyberGlove electrogoniometer glove (http://www.cyberglovesystems.com/) was used to assess dynamics and repetitive motion of the hand and fingers in trimming.
To measure the forces generated by the isometric contraction, mechanical gloves with pneumatic piston (RMII) [6, 7], strain-gauge sensor (CyberGlove) [7], and cable-actuator [8], for instance, have been used.
Wrist flexion-extension and radioulnar deviation angles and finger joint flexion angles of the dominant upper limb will be measured using an instrumented data glove (CyberGlove III, CyberGlove Systems, San Jose, CA).
Data gloves CyberGlove II (right and left) sense the spatial movement with 18 high-precision measurement sensors.
The architecture have been tested with the Leap Motion Controller and with the CyberGlove II.
15 July 2016 - US-based haptic feedback solutions company CyberGlove Systems LLC board of directors has reached an agreement to sell the business to longtime CEO Faisal Yazadi, the company said.
(U.S.), and Metaio GmbH (U.S.), Meta Company (U.S.), Vuzix Corporation (U.S.), CyberGlove Systems Inc.
In the experiment, we used a CyberGlove (CyberGlove Systems LLC, San Jose, CA, USA) equipped with 22 sensors that captured hand movements at a sampling frequency of 86 Hz.
Although treatment varied by study, most patients played 20 to 30 hours during four to six weeks of therapy on one of several computer-based technology systems: three traditional video game systems (i.e., Glasstron, IREX[R], Playstation[R] Eye Toy[R]) and nine virtual reality systems (e.g., Virtual Teacher, CyberGlove, VR Motion, PneuGlove, Wii).
In un sistema non immersivo, gli utenti interagiscono con scenari riprodotti sullo schermo di un computer, utilizzando diversi dispositivi (mouse, joystick, sensore di pressione o cyberglove).