TAKTO, Open Source Hand-Tracking Built Like LEGO

Hand tracking in VR/AR can add a substantial amount of immersion and added interactivity. Unfortunately, most camera based tracking suffers when fingers get covered, intertwined, or simply out of view of the headset’s camera. What’s even less common are methods of giving feedback to the user’s hands. [Sebastian Molano] saw these issues and decided if anyone was going to make an open-source solution, it was going to be him with his thesis on TAKTO.

Clear visuals show step-by-step assembly.

TAKTO aims to remove the prior issues mentioned with visual tracking by using magnetic encoders to tell where the device is and the finger’s position inside it. Actuators are able to pull on the fingers themselves to add even further information to the user. Of course, none of this is too crazy, as we have seen similar projects before. Where TAKTO stands out is the extent of the support outside of a one-off hand tracker.

TAKTO.one not only holds general information about the project itself, but also an entire digital twin of the live device. This console can give you a visual of using the glove and general status information. Documentation on how to assemble one for yourself is presented in clean visuals, which should make the build process painless.

Everything else about how to make the hand for yourself can be found on the project’s GitHub. The price tag is steep for the actuated version, though there is a sensing-only version for hand tracking, and most of the cost comes from the quality actuators used. If you want to look into implementing some usability into existing VR hardware, make sure to look at what Valve has released publicly!

Being Hit In The Virtual World

Virtual reality could be the next big thing in the gaming world. And while VR displays and headsets are getting more and more sophisticated, many are forgetting perhaps the biggest feature VR will need to succeed — haptic feedback. [Pedro Lopes], [Alexandra Ion] and [Prof. Patric Baudisch] from the Hasso Plattner Institute is hoping to change that, with a project called Impacto: Simulating Physical Impact by Combining Tactile with Electrical Muscle Stimulation.

We’ve covered lots of haptic feedback devices over the past few years — some use mini gyros to simulate resistance, others blow air on you, but this is the first time we’ve seen one that combines muscle stimulation to really cause a physical effect.

They’re using an Oculus rift, and a Microsoft Kinect to perform the research. For their demonstration they use a basic boxing game that allows the user to feel the computer’s punches — but don’t worry, it doesn’t hit that hard!

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