About this project
WE NEED YOU:.
We at Control VR are excited to share our unique technology with you. Over the past twenty years we have been working to develop precision and freedom in motion tracking technology that allows you, the gamer, the animator, the architect, the engineer, the web surfer, to reach out and interact with virtual worlds with your hands and fingers.
We are doing everything in our power to provide the most cost effective and accurate solution in cutting edge motion capture. We need you, the community, to take the next step and create the applications of the future that will change the world. Step away from confined spaces and enter into the world of Control VR as we build a brighter tomorrow.
- Alex Sarnoff, CEO
Control VR testimonials from E3
"It allows social communication to go to that next level." - Forbes
"Control VR can map precise arm and finger motions without the use of an external camera." - The Verge
"E3 attendees were able to move their arms, hands and fingers with the movements nearly instantly tracked in-game." -Los Angeles Times
"Imagine seeing your hands accurately represented in-game as they hold a gun or cast a spell," -joystiq
"... control virtual objects like game characters and 3D animations, or even physical devices like robots or military hardware." - Engadget
"Control VR mitts are like the PowerGlove you always wanted." - Gizmodo
"Virtual reality headsets are super cool, but they need new types of input methods to go with them to make their experiences truly immersive." -The Next Web
Control VR reviewed by Tested
THE WORLDS FIRST WEARABLE MOTION CAPTURE WITH FINGERS
From the leaders in motion sensor technologies:
Control VR is a next-generation wearable technology that turns your hands into the ultimate intuitive controller for PCs, tablets, virtual reality and robotics.
Control VR provides users with a fully immersive sense of virtual reality. This patented technology far exceeds predecessors by utilizing the smallest inertial sensors, ultra low- latency and ergonomic design.
Complete control of any visual display currently on the market using unlimited hand gestures, without being confined to a camera’s line-of-sight. The latest evolution of human-technology interaction is now limitless - freely control the world like never before.
What can I use it with? - EVERYTHING YOU WANT
Control VR was designed to be versatile and used with a variety of operating systems and platforms. The development kit comes with more than 10 free applications for the PC as well as an open source SDK for developers to create the applications of the future with Oculus VR, Google Glass, Unity, Unreal, Autodesk software and even the Parrot AR Drone!
"This is the most significant development in VR since Oculus. Control VR is finally providing users with the intuitive control system we've all been waiting for. I’m incredibly excited for gamers to get their hands into the gloves and experience the future of VR gaming." - Greg Goodrich, Veteran Game Industry Producer
Affordable Motion Capture for Animation:
Finally, you can use and see your hands, arms and fingers within the virtual world in six degrees of freedom.
Say hello to the very best finger-tracking in the world, and goodbye to inferior optical solutions. Control VR is the only control system that allows your hands to be free for other activities like writing, using a joystick, keyboard or holding a physical object.
"We have been looking for motion capture solutions for awhile and were blown away after testing Control VR's advanced technology. We are excited to see how their transformative technology shakes up the input device market for games." -George Bloom, Executive Producer at CBS Digital:
Virtual Sign Language:
Go to Work in a Virtual Office!!!
Multiplayer Social VR:
Fly a Quadcopter with your Hands
Control VR provides an intuitive way to fly your quadcopter with your hands. Especially when combined with an HUD such as Oculus, flying a quadcopter with a standard controller can be awkward and difficult. Make it intuitive and try Control VR as the latest control system for navigation.
Next-Generation Input Device for Google Glass
Control VR provides a more robust way for users to navigate menus and unlock the power of Google Glass and other augmented reality systems. Go beyond voice commands and swiping and create the next level of Google Glass applications.
Next-Level Navigation on the PC:
Control VR provides an easy and intuitive way to navigate PC applications using you hand movements without limiting you to specific lighting conditions or line-of-sight issues found with optical hand tracking solutions
WORLD CHANGING APPLICATIONS:
Control VR has set out to change the world and provide the tools you need to control your world like you’ve always imagined and for developers to start making applications that will improve our lives for the better.
The SDK makes integration easy
We’ve already developed a robust SDK that has been provided to professional developers to integrate with their new and existing applications. We are hard at work making this SDK more user-friendly. Our team and significant clients have been working with our SDK for over two years now and we’re excited to make it optimal for the Control VR developer community.
All of the Control VR developer kits include access to the Control VR Developer Center, which provides the SDK, training videos, technical support, and serves as a community for Control VR developers.
The SDK includes clean well-documented code, exciting samples, and clear video tutorials to make integration with any 3D game or application as easy as possible. We’re also working on out-of-the-box engine integrations for Unreal Engine, Autodesk software and Unity, so that anyone interested in working with Control VR, including indie developers, can get started right away! Plugins included which make the development kit immediately ready for use with Unity, Unreal Engine 4, MotionBuilder, 3Ds MAX, MAYA, and SolidWorks.
Who We Are:
Control VR is led by a team of industry veterans passionate about changing the way people experience the world forever. We’ve tackled projects of similar scope: we’ve designed and manufactured consumer hardware; we’ve built well-adopted software development kits for multiple industries; and now we’re excited to build a product that can so radically change the way people play their favorite video games and communicate with each other. We are passionate about changing the way people experience the world forever and providing developers the tools to create the game-changing apps of tomorrow.
Supported by nearly 20 years of development, our breakthrough technology has been trusted by Fortune 500 companies and leading technology corporations such as Raytheon, NASA, and UbiSoft. With incredibly accurate inertial sensors, ultra-low latency, and an ergonomic and intuitive design Control VR provides a truly immersive experience that allows you to control and explore your world like never before.
"I've worked with the engineers from Control VR for years, using their technology to deepen our understanding of mobility in normal aging as well as those with Parkinson's disease. In order to advance research, we need to be able to afford these new technologies that were previously very expensive. Now that the price is reduced to consumer levels, I see a revolution for every industry that uses motion capture, as well as ones that previously could not afford it.” -Christian Duval PhD., Leading Movement Disorder Specialist
"Having worked with Ali Kord, Co-CTO of Control VR, for 5 years, I am excited to see them rock the world of gaming, education, animation, engineering and beyond. The VR Glove represents nearly two decades of research and a series of engineering breakthroughs that significantly impacts our ability to interact through gestures with virtual worlds. Control VR has put together an impressive team with deep roots in inertial motion capture and can make the VR Glove happen with the support of the Kickstarter community." -Dr. Martin White, Director of Informatics Lab at Sussex University
"Control VR's technology is a game-changer and if it was able to create advanced motion capture solutions for SKODA, it’s incredible to imagine what this technology can do for gaming and the VR industry. If anybody’s going to tackle this on a mass-market scale, we think it's Control VR. I’d strongly encourage the community to support this Kickstarter campaign." -Andrej Bednar, Head of Skoda Digital Factory Department
No backers will be left in the dark!
Control VR is developing a community of users and developers. We will keep all backers updated on progress of the fund raising as well as the production and distribution of the product.
And for the tech savvy, we are already working on a hybrid solution that will be offered with our consumer release that will incorporate one camera worn on the body, providing a perfect system that incorporates the best of all technologies and will be presented at an affordable consumer price.
Your support now drives this technology forward and allows us to deliver what everyone wants and is waiting for. As such, we will always honor our community and will make sure everyone is able to upgrade to the latest version without having to buy a new system. When we say we want to embrace the community we actually mean it. Developers are going to make this technology happen at a price that is affordable for mass adoption by proving the necessary volume to lower our costs to produce.
Even though the consumer version is still a ways down the road, the early developer kit’s hardware design is cutting edge, with technical specifications above and beyond any other input system available today.
Rewards & Fulfillment
We plan to ship the product rewards directly from Amazon Multi-channel fulfillment to our donors using 7-10 day delivery. Production will promptly begin October 1st and delivery of our 1st shipment of orders (1 of 2) will be delivered by Christmas, 2014 with the remaining shipment delivered January 2015. We will be keep our supporters informed on our progress through the various phases of our development and production process, and will look to beat our guaranteed dates.
Delays shouldn’t occur, however should we experience unforeseen challenges in the ramping up of production we have great confidence in our team’s 20+ years in this space managing and overseeing these very issues. Our supporters should rest assured that we can and will act swiftly to resolve any issues that do arise.
Risks and challenges
The Control VR team leaders have been collaborating for over 4 years around this project and have designed their systems to work seamlessly with one another. They have been preparing for the day they would form a joint venture. They have been waiting for the perfect time in the market to shift their focus away from professional high-end systems and embrace the consumer markets by providing the best finger capture system available. We have more than twenty years of experience in inertial technology and motion capture. Beyond the immediate team, we have already begun consulting with toolmakers and design package specialists we’ve been working with over years and feel confident about where we currently stand from an execution and logistics standpoint.
Our next step is to revise the front-end software that will make the SDK as user-friendly as possible. Our business model has previously been focused around creating customizable high-end systems for very unique purposes. In the past, large companies have called up us requesting systems for very specific purposes. Our in-house developers would build those systems customized to satisfy our client's needs. Every penny we’ve ever earned has gone right back into improving and making the most powerful OS possible with the small sensors available. Our job now is to redesign the way our robust data is displayed and interacted with. There is now a need to make our OS simple and easy for developers to navigate and use.
As far as logistics and delivery are concerned, we are working with multi-channel fulfillment by Amazon and believe no one can really do a better job of fulfilling high-volume orders. From the day our shipment reaches Amazon’s facility, all of our customers orders will be received within 2 weeks anywhere in the world and without the hassle and aggravation of overseeing that process. This gives us more time to make the best possible product for developers all over the world.
We are very ecstatic about working with the community and providing accurate finger capture that isn’t limited and confined to particular spaces. We understand that freedom of space is the future and we want to get our 6DOF finger tracking system in the hands of as many developers as possible, as quickly as possible. Our SDK will come compatible with inertial optical hybrid capabilities.
At Control VR, we view progress and innovation as an on-going, never-ending process. We can’t wait to engage the community and gain additional support through Kickstarter.
With a successful Kickstarter campaign and the support of the developer community, we are extremely confident in our ability to deliver a wonderful product. With your support, combined with our background, experience, and being the leaders in inertial wearable technology, together we are going to make history.Learn about accountability on Kickstarter
We're currently using a thumb stick that is attached to our left hand. It works quite well since you can still open your left hand and use your fingers while simply using your thumb to navigate. Control VR will also work very well with an Omni.
The inertial technology that Control VR is based off of was originally designed as a motion capture system for research and animation, because of this there has never been a demand for low latency until now. The upside of this is that despite no effort being made to reduce latency, Control VR still performs at around the same latency of the Oculus DK1 (50-60 milliseconds) Now that there is a demand for reducing latency, we anticipate being able to easily get the latency to around 20-30 milliseconds by the release of this dev kit. Inertial tech is inherently fast due to the low CPU power needed to process the raw rotational data from the sensors. From our play testing, we haven't had any issues with latency since we started developing games with it. It should be noted that many of the shots in the video showed a TV that is connected via HDMI which added about 125 milliseconds of latency that wasn't displayed inside of the Oculus.
It better be, we're packing up to show it off at E3 right now! Like many of you, we've been burned by hardware that has videos that over promise and edit around flaws. We'll be giving demo's at E3 where we will be letting press and members of the game industry try on the hardware and mess around with it. Is the hardware perfect right now? No. That's what this Kickstarter is for. Is it hands down the best control input for VR bringing your presence into the game? Yes. That's why we have no problem letting people try it on and demo it, we have nothing to hide since there is no problems with the hardware that can't be fixed with hard work, money and time. Also, we plan on having other events where you guys can come and try it. If you are near downtown LA and interested, email firstname.lastname@example.org with your name, location and pledge status if you would like to be notified of a demo event over the next few weeks.
The Control VR Arm System plugs in through one USB port.
The Developer Kit will be wired for ease of extended use. We didn't feel it made the most sense for the community to go wireless with the DK. The consumer version will certainly include a wireless version with hotswap batteries and we have prototypes or a wireless version that works great.
Under the hood they will be the same. The DK will use the same sensors, the same processing hub, the same pin-out for its GPIO and UART connection and API so you don't have to hold back waiting for final connectors or socket protocol. The Dev kit will not have batteries and wireless systems. The consumer version will manifest in rubber, plastic and stiff cabling. There will be various sizes of rubber rings that slip under the sensor housing to fit all sizes of fingers. Dev kit will be cloth gloves and stretch Velcro used as arm straps. The packaging will also be different.
Does the Control VR Dev Kit integrate with other systems such as Virtuix Omni, PrioVR and Sixense STEM etc.?
Control VR was designed to support complementary technologies that we believe create the optimal solution for input control. Since our DK has GPIO and UART, it is the third party peripherals that need to integrate into ours. The Omni will work great in tandem. PrioVR could bus their sensors to fit our system but don't see much sense in that since we already can provide all the sensors you might need and in the long run it is better to have a single system/SDK running the HCI rig. You can of course run the 2 systems in tandem if you must.
STEM will not integrate due to it being a magnetic field based system.
The Kinect will be a great integration and we are looking forward to the hacker community to work the Control VR system into a Kinect soon.
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