Hands-On with Manus VR Virtual Reality Gloves

Seeing your hands and arms in virtual reality is going to be a big deal, but there’s no perfect solution yet for accurate and robust hand presence. That’s what Manus VR is trying to achieve with its VR gloves, which we test at this year’s E3. We learn how the gloves work and how it integrates with HTC Vive and Steam VR.

Shot by Joey Fameli and edited by Norman Chan

Comments (3)

3 thoughts on “Hands-On with Manus VR Virtual Reality Gloves

  1. The unmistakable accent of a Dutchman. Me being one as well, only hoping mine is not recognizable. 🙂 As I mentioned before, I wonder which of these solutions will sort of be standard. I think giving developers all freedom in relation to which type of controller to use sounds great, but won’t end up in a really great tuned experience of either one of them.

  2. I couldn’t tell you have an accent at all. A standard or at least broad compatibility would be great. Everyone is trying to make something different for object interaction. would be cool if it were just like a glove with the glowing dots on it for camera identification. Something that either requires little to no battery power. And if then they could also work without the VR head unit would be great, that would open those accessories up to non-VR users that want to be able to interact with their hands in normal games. My ideal situation with and without VR head gear would be using a flight simulator with gloves and i can interact with all the switches and levers virtually. And maybe without the head unit be able to like pinch the air and move the camera orientation.

  3. I’m glad you asked about Leap Motion. My first thought is that this just seemed like a clunkier more awkward version of that… and it sort of still does even after his answer. I get the gloves might be a little better but Leap Motion is just such an elegant solution.

    I feel like gloves are only going to be interesting when they get haptic feedback built in but that doesn’t seem to be what this is.

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