Our system relies on placing one device on the headset and one
on the finger of the user. Ultrasonic communication
is used to track the hands in 3D and a radio link is used to transfer
rotational and button information. Each of our devices have their own
rechargeable battery.
Circuit board:
Emitter size: | 592mm2 (37mm x 16mm) |
Receiver size: | 801mm2 (36mm x 16mm + 15mm x 15mm) |
Devices:
Finger-device: | 13cm3 (44mm x 20mm x 15mm) |
7.9 grams (Including battery) | |
Controller: | 380cm3 (150mm x 39mm x 65mm) |
Receiver side-mounted (AR): | 23cm3 (40mm x 24mm x 22mm) |
16 grams (Including battery) | |
Receiver front-mounted (VR): | 20cm3 (56mm x 22mm x 17mm) |
16 grams (Including battery) |
Battery included: Yes, battery is included
Rechargeable: Yes, battery is recargeable through USB
Hand device: | Current | Power |
Only monitoring gestures: | 9.6mA | 38mW |
Actively tracked with ultrasound: | 14mA | 56mW |
Receiver: | ||
Awaiting communication from transmitter: | 34mA | 135mW |
Reporting over BLE: | 39mA | 158mW |
Sampling rate: 0-90Hz
Computational load on main computer: none
The ultrasonic computation takes less than 6ms, followed by the USB transfer (~1ms) or BLE transfer (~10ms). An unsynchronized display may incur an additional delay corresponding to its refresh rate.
When the hand device is aimed at the receiver, hand device is tracked in almost a full 180° degree hemisphere in front of the receiver.
The accuracy is a function of how well the sounds is received on the receiver. In the center of the tracking, the tracking resolution can reach 0.5mm.
Free AI-based training app for Android and iOS ensures that end users can customize both their tracking area and their gestures. Free Unity-based projects are also included to ensure rapid prototyping and deployment to lower time to value.
Camera tracking has significant weaknesses when it comes to wearable headsets. First, camera tracking does not work well in a variety of real world lighting conditions, including outside in direct sunlight or in locations with a lot of reflections. Second, camera-based hand tracking is computationally intensive, which leads to an even shorter battery life for untethered smart glasses. Last, camera-based systems often have very small field-of-views (FOVs), which force users to move in unnatural ways. Depending on each employee's range of motion, this could be impossible. Overall, these drawbacks lead to inconsistent usability, lower productivity, and more device downtime.
The low cost per unit and small size of both the transmitter and receiver is a result of our proprietary 6 degrees of freedom tracking technology. Our technology has been internationally recognized and validated through our involvement in HTC's Vive X Batch 1, and we have been a provider of prototyping hardware for the advanced research departments of various Tier 1 OEMs.