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

Does Avatar VR 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.

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.
How to calibrate the battery in the first use?
For battery calibration, before using the device, you must perform a first full charge with a less than 500mA charger or, failing that, via USB cable connected to your computer. This process can last, at least, 2:30 hours.
I don’t have Bluetooth on my computer, or my Bluetooth does not work properly.
If you are having issues with the Bluetooth connection on your computer, we recommend the use of a Bluetooth USB Dongle. The best one we found to interact with our technology is ASUS USB-BT400. For the proper functioning of this USB adapter, follow the following steps.



IMPORTANT NOTE: We recommend to connect the dongle into the headset USB port to avoid interference with other objects from the computer or laptop.

License renewal.
The only mandatory enrollment is for the first year. Avatar VR requires a License and you and your team will benefit from support with a dedicated support member to solve your issues, tools for haptic design and MOCAR (Motion Capture Recorder) and many other features included.
After this year, if you don’t want to maintain the License you will keep your current setup, SDK and tools. The main difference is that you won’t have end to end support and updates for the licensed tools.
Will this be adaptable to purchased VR environments (like Steam or Viveport)?
We are working hard on this and we will provide basic compatibility with existent titles thanks to OpenVR. Now, we only have our own experiences and a Port for NVIDIA’s Funhouse. But of course, you can develop what you can imagine, and it will work out of the box.