In case you’re not a ’90s kid, the Nintendo Power Glove is the greatest device for human-computer interaction ever created. It’s so good, they called it bad, and then they made a movie about it. At its heart, the Power Glove is just some force sensors in the fingers of a glove, but that hasn’t stopped hackers from cracking these gloves open for years. We’ve seen the Power Glove used in Hackaday Prize entries before, we’ve seen it control quadcopters, we’ve seen it used as a Vive controller, and the Ultimate Power Glove comes loaded up with Bluetooth, motion tracking, a 9-axis IMU, and a 20-hour battery life. With all these Power Glove hacks, what more can be done?
Surprisingly, we haven’t seen a Power Glove hack that transmutes this icon of cyberpunk into a usable keyboard and mouse. That’s exactly what [Scott] is doing for his Hackaday Prize entry, and the results are looking good so far.
First up, the mouse. This is actually a joystick-based version of cursor control, capitalizing on the force sensors in the Power Glove to register clicks. Add in a button, some perfboard, and an Arduino, and you have a USB input device that can control a cursor. Without any good solution for a small keyboard, [Scott] turned to a normal ‘ol Bluetooth keyboard mounted to the Power Glove’s wrist.
It might not be as fancy as the great Power Glove hacks out there, but this is certainly the most useful. Who wouldn’t want to wear their keyboard and mouse at all times, all while looking like they stepped out of a time machine controlled by a Commodore 64? This is the heights of early ’90s futurism, and a great entry for the Hackaday Prize.
You have to hand it to Nintendo, for blazing the virtual reality trail in consumer products a couple of decades before everyone else, even if the best that can be said for their efforts in that direction is that they weren’t exactly super-successful. Their 1989 Power Glove became little more than a difficult-to-use peripheral for everyday console games, and their 1995 Virtual Boy console was streets ahead of its time but had a 3D effect that induced discomfort in its players.
They’ve taken a Power Glove, and through an Arduino Due with a custom shield, interfaced it to the Vive controller mounted where the buttons would have been in its Nintendo days. The Vive provides positional data, while the Nintendo sensors provide hand data. Thus they’ve made an accomplished glove peripheral with a lot less heartache than they would have seen had they done so from scratch.
They show us a couple of environments using the glove, an iPad simulation which we’re having a little difficulty getting our heads round, and a rock/paper/scissors game which looks rather fun. If you are interested in further work, all their code is on GitHub.
How do you make the most awesome gaming peripheral ever made even more bad? Give it a 21st-century upgrade! [Alessio Cosenza] calls this mod the Power Glove Ultra, and it works exactly as we imagined it should have all those years ago.
The most noticeable change is the 3D-printed attachment that hosts the Bluetooth module, a combination USB charger and voltage booster, and a Metro Mini(ATmega328) board. On top of a 20-hour battery life, a 9-axis accelerometer, gyroscope, and compass gives the Power Glove Ultra full 360-degree motion tracking and upgrades the functionality of the finger sensors with a custom board and five flex sensor strips with 256 possible positions for far more nuanced input. [Cosenza] has deliberately left the boards and wires exposed for that cyberpunk, retro-future look that is so, so bad.
The Nintendo Power Glove was one of the amazing 1980s experiments in alternative user interfaces for video games. It was bad. It was cool, but it was bad. Recently, interest in the Power Glove has grown thanks to an amazing stop motion animator. Prices of these gloves have gone through the roof, and the Power Glove is in the middle of a resurgence not seen since the feature-length motion picture advertisement for Super Mario Bros. 3.
[Nolan Moore] is a fan of the Power Glove, and after finding a highly collectible new in box Power Glove, he decided to take this wearable to the next level. It’s now sporting custom circuit boards, it can control a drone, and talks wirelessly to every device on the planet. It’s also [Nolan]’s entry for the Hackaday Prize.
First up, the glove itself. [Nolan] was lucky enough to find a new, in shrink-wrapped plastic, Famicom Power Glove. His old one had been in storage for 27 years, and this new old-stock version gives him a beautiful matte glove, flex sensors that work, and brand new everything. You can take a look at the unboxing here.
A Power Glove is only as cool as the electronics inside, and that means tearing out the old boards, the old ultrasonic sensors, and a rats nest of wiring. This meant [Nolan] had to spin a few PCBs, integrating a Teensy, an IMU module, battery, and an ESP8266. This is the Power Glove as it would be invented today – perfection in 80s cyberpunk.
We first saw [Nolan]’s Power Glove at the Bay Area Maker Faire last summer. Here, [Nolan] was flying a quad around a netted cage, his replacement Power Glove electronics, and his fist-pumping grin. It’s a great project, and one we’re happy to show off in the Hackaday Prize.
The Hands|On glove looks like it’s a PowerGlove replacement, but it’s a lot more and a lot better. (Which is not to say that the Power Glove wasn’t cool. It was bad.) And it has to be — the task that it’s tackling isn’t playing stripped-down video games, but instead reading out loud the user’s sign-language gestures so that people who don’t understand sign can understand those who do.
The glove needs a lot of sensor data to accurately interpret the user’s gestures, and the Hands|On doesn’t disappoint. Multiple flex sensors are attached to each finger, so that the glove can tell which joints are bent. Some fingers have capacitive touch pads on them so that the glove can know when two fingers are touching each other, which is important in the US sign alphabet. Finally, the glove has a nine degree-of-freedom inertial measurement unit (IMU) so that it can keep track of pitch, yaw, and roll as well as the hand’s orientation.
In short, the glove takes in a lot of data. This data is cleaned up and analyzed in a Teensy 3.2 board, and sent off over Bluetooth to its final destination. There’s a lot of work done (and some still to be done) on the software side as well. Have a read through the project’s report (PDF) if you’re interested in support vector machines for sign classification.
Sign language is most deaf folks’ native language, and it’s a shame that the hearing community can’t understand it directly. Breaking down that barrier is a great idea, and it makes a great entry in the Hackaday Prize!
Gerrit and I were scoping out the Intel booth at Bay Area Maker Faire and we ran into Nolan Moore who was showing of his work to mash together a Nintendo Power Glove with an AR Drone quadcopter. Not only did it work, but the booth had a netted cage which Nolan had all to himself to show off his work. Check the video clip below for that.
The control scheme is pretty sweet, hold your hand flat (palm toward the ground) to hover, make a fist and tilt it in any direction to affect pitch and roll, point a finger up or down to affect altitude, and point straight and twist your hand for yaw control. We were talking with Nolan about these controls it sounded sketchy, but the demo proves it’s quite responsive.
The guts of the Power Glove have been completely removed (that’s a fun project log to browse through too!) and two new boards designed and fabbed to replace them. He started off in Eagle but ended up switching to KiCAD before sending the designs out for fabrication. I really enjoy the footprints he made to use the stock buttons from the wrist portion of the glove.
A Teensy LC pulls everything together, reading from an IMU on the board installed over the back of the hand, as well as from the flex sensors to measure what your fingers are up to. It parses these gestures and passes appropriate commands to an ESP8266 module. The AR Drone 2.0 is WiFi controlled, letting the ESP8266 act as the controller.
[Taylor] made a portable NES with a retron, a new-ish NES clone that somehow fits entirely in a glop top IC. The controllers sucked, but [Taylor] made a new one with touch sensors. All that was required was eight transistors. The enclosure is an Altoid tin, and everything works great.
Here’s a YouTube channel you should subscribe to: Ham College. The latest episode covers the history of radio receivers and a crystal radio demonstration. They’re also going through some of the Technical class question pool, providing the answers and justification for those answers.
The tip line is overflowing with ESP8266 breakout boards. Here’s the simplest one of them all. It’s a breadboard adapter with stickers on the pin headers. Turn that into a right-angle breadboard adapter, and you’ll really have something.
Here’s an item from the tip line. [Mark] wrote in with an email, “Why do you put names in [square brackets] in the blog entries? Just curious.” The official, [Caleb]-era answer to that question is that sometimes people have bizarre names that just don’t work in text. Imagine the sentence, “[12VDC] connected the wires to the terminal” without brackets. The semi-official answer I give is, “because.”