This FAQ has been made by gathering all the questions related to Gloveone users

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Does Gloveone provide movement resistance?
Not at the moment in a mechanical way. Some attempts have been made to add force feedback to a glove, but none of them provide a satisfactory sensation outside of a very specific scenario. For instance, Dexmo had mechanical actuators on two fingers that retain them, but this is only useful to grab something in a virtual scenario. You cannot feel resistance when hitting a virtual wall with your hand, or the weight of a basketball with it.

Adding force feedback is currently unapproachable, as it needs bulky, uncomfortable and expensive physical structures. This is why our approach sticks with tactile feedback, as it can be used to simulate a number of different magnitudes.

Do you need Leap Motion or Intel Realsense to make Gloveone work?
NO!!! Gloveone is virtually compatible with any tracking system and we’ll make updates showing you how it can work with technologies like Leap Motion, Intel Realsense, Microsoft Kinect or a normal webcam. You can even use Gloveone without any of these technologies if you plan to develop an application that gives stimulus or haptic sensations without knowing the position of the hands.
The question you have to formulate yourself is: Do I need hand tracking in my project? If yes, you’ll have to choose any technology mentioned before or any other tracking device. We promote Leap Motion and Intel RealSense just because at this moment we provide SDK examples and Unity prefabs to make Gloveone “plug and play” using these technologies.
How are you able to feel virtual objects’ weight or pressure?
For your brain this sensation is the result of combining the visual experience of seeing your hands interacting with virtual objects and the haptic feedback produced by Gloveone’s actuators. We produce haptic sensations through vibrations, and they are conveniently modulated taking into account different factors. To simulate the weight of a ball, these factors would be the vertical movement of the hand and the force required, the mass and speed of the ball displacement, etc. The result of the sensation transmitted by the actuators on your skin together with your perception of the ball on your hand makes the trick. You don’t feel the weight in the same way than in real life, but you will be able to compare different virtual objects’ weight. It’s just a realistic perceptual illusion.
Would it be possible to get Gloveone working with Cardboard VR apps?
This is one of our stretch goals, and in case Gloveone gets overfunded we have planned to improve the tracking system with new technologies based on optical markers and getting rid of the auxiliary sensors dependence. The idea of tracking Gloveone with the only help of your cell phone is clearly the next step forward. Currently it is almost impossible to achieve the space location and hand tracking just with the glove, so our goal is to be as independent as possible of auxiliary sensors.
Are you working with any game companies or publishers?
Our dream is to become the touch virtual reality reference for Fun & Serious games. In this way, we have distributed some prototypes through some of the most important companies in the field in order to become compatible with them. The short answer is: YES. The long one is: We are working to be branded by some “big fish” publishers. We are willing to be a “plug & play” gadget for any platform in a transparent way. Just put on Gloveone and enjoy the haptics with the existing games.
Is it only compatible with Unity?
We currently provide a plain C++ DLL and a C# Wrapper in case you desire to develop without any high level game engine.

Right now Unity is the only game engine supported. We provide a DLL ready to work with Unity, as well as Unity packages to ease the integration with Leap Motion and Intel RealSense.

Related to others game engines, Unreal will be the next engine to be fully supported with assets, documentation, and examples.