A wired glove (also called a dataglove or cyberglove) is an
input device
In computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, computer mice, scanne ...
for
human–computer interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and comp ...
worn like a
glove
A glove is a garment covering the hand, with separate sheaths or openings for each finger including the thumb. Gloves protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a ...
.
Various
sensor
A sensor is often defined as a device that receives and responds to a signal or stimulus. The stimulus is the quantity, property, or condition that is sensed and converted into electrical signal.
In the broadest definition, a sensor is a devi ...
technologies are used to capture physical data such as bending of
finger
A finger is a prominent digit (anatomy), digit on the forelimbs of most tetrapod vertebrate animals, especially those with prehensile extremities (i.e. hands) such as humans and other primates. Most tetrapods have five digits (dactyly, pentadact ...
s. Often a motion tracker, such as a
magnetic
Magnetism is the class of physical attributes that occur through a magnetic field, which allows objects to attract or repel each other. Because both electric currents and magnetic moments of elementary particles give rise to a magnetic field, m ...
tracking device or
inertial tracking device, is attached to capture the global position/rotation data of the glove. These movements are then interpreted by the software that accompanies the glove, so any one movement can mean any number of things.
Gesture
A gesture is a form of nonverbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or othe ...
s can then be categorized into useful information, such as to recognize
sign language
Sign languages (also known as signed languages) are languages that use the visual-manual modality to convey meaning, instead of spoken words. Sign languages are expressed through manual articulation in combination with #Non-manual elements, no ...
or other symbolic functions.
Expensive high-end wired gloves can also provide
haptic feedback, which is a simulation of the sense of touch. This allows a wired glove to also be used as an output device. Traditionally, wired gloves have only been available at a huge cost, with the finger bend sensors and the tracking device having to be bought separately.
Wired gloves are often used in
virtual reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
environments and to mimic human hand movement by robots.
History
The Sayre Glove, created by
Electronic Visualization Laboratory in 1977, was the first wired glove.
In 1982 Thomas G. Zimmerman filed a patent (US Patent 4542291) on an optical flex sensor mounted in a glove to measure finger bending. Zimmerman worked with
Jaron Lanier to incorporate ultrasonic and magnetic hand position tracking technology to create the Power Glove and Data Glove, respectively (US Patent 4988981, filed 1989). The optical
flex sensor used in the Data Glove was invented by Young L. Harvill who scratched the fiber near the finger joint to make it locally sensitive to bending.
One of the first wired gloves available to home users in 1987 was the Nintendo
Power Glove. This was designed as a gaming glove for the
Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
. It had a crude tracker and finger bend sensors, plus buttons on the back. The resistive sensors in the PowerGlove were also used by hobbyists to create their own datagloves.
This was followed by the
CyberGlove, created by
Virtual Technologies, Inc. in 1990. Virtual Technologies was acquired by
Immersion Corporation in September 2000. In 2009, the CyberGlove line of products was divested by Immersion Corporation and a new company, CyberGlove Systems LLC, took over development, manufacturing and sales of the CyberGlove.
In addition to the CyberGlove, Immersion Corp also developed three other data glove products: the CyberTouch, which vibrates each individual finger of the glove when a finger touches an object in virtual reality; the CyberGrasp which actually simulates squeezing and touching of solid as well as spongy objects; and the CyberForce device which does all of the above and also measures the precise motion of the user's entire arm.

In 2002, the P5 Glove was released by Essential Reality (hardware designed by Johathan Clarke and Leigh Boyd). In normal applications, it worked as a two-dimensional mouse and a few computer games were specially adapted to provide "3D" support for it. The P5 glove is compatible with
Microsoft Windows XP and the
classic Mac OS
Mac OS (originally System Software; retronym: Classic Mac OS) is the series of operating systems developed for the Mac (computer), Macintosh family of personal computers by Apple Computer, Inc. from 1984 to 2001, starting with System 1 and end ...
. Unofficial drivers for
Linux
Linux ( ) is a family of open source Unix-like operating systems based on the Linux kernel, an kernel (operating system), operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically package manager, pac ...
exist as well. While it received some positive reviews from gadget and gaming magazines, its lack of compatible software and other issues caused it to remain a novelty. It has since been discontinued.
Following the P5 Glove was the 5th Glove, a data glove and flexor strip kit (5th Glove DFK) sold by
Fifth Dimension Technologies. The package uses flexible optical-bending sensing to track hand and arm movement. The glove can be used with 5DT's ultrasonic tracking system, the 5DT Head and 5DT Hand tracker, which can track movement from up to two metres away from the unit's transmitter.
Concerned about the high cost of the most complete commercial solutions, Pamplona et al. propose a new input device: an image-based data glove (IBDG). By attaching a camera to the hand of the user and a visual marker to each finger tip, they use computer vision techniques to estimate the relative position of the finger tips. Once they have information about the tips, they apply inverse kinematics techniques in order to estimate the position of each finger joint and recreate the movements of the fingers of the user in a virtual world. Adding a motion tracker device, one can also map pitch, yaw, roll and XYZ-translations of the hand of the user, (almost) recreating all the gesture and posture performed by the hand of the user in a low cost device.
A modern alternative to inertial, optical and magnetic technology is the use of stretch sensors. New Zealand company StretchSense has developed the first stretch sensor enabled motion capture glove called the MoCap Pro. Stretch sensors are silicone-based flexible
capacitor
In electrical engineering, a capacitor is a device that stores electrical energy by accumulating electric charges on two closely spaced surfaces that are insulated from each other. The capacitor was originally known as the condenser, a term st ...
s that measure stretch, bend, shear and pressure changes. The data can then be streamed into software platforms such as
Unreal Engine
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of ...
,
Unity and
Maya
Maya may refer to:
Ethnic groups
* Maya peoples, of southern Mexico and northern Central America
** Maya civilization, the historical civilization of the Maya peoples
** Mayan languages, the languages of the Maya peoples
* Maya (East Africa), a p ...
to animate the hand of a virtual character.
Alternatives
An alternative to wired gloves is to use a camera and
computer vision
Computer vision tasks include methods for image sensor, acquiring, Image processing, processing, Image analysis, analyzing, and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical ...
to
track the 3D pose and trajectory of the hand, at the cost of tactile feedback.
Popular culture
The film adaptation of ''
Minority Report'' makes use of wireless gloves to control futuristic computer-like peripherals.
The
Mattel Power Glove was prominently shown off in the Nintendo
product placement
Product placement, also known as embedded marketing, is a marketing technique where references to specific brands or products are incorporated into another work, such as a film or television program, with specific promotional intent. Much of t ...
film ''
The Wizard'', memorably wielded by antagonist Lucas Barton (
Jackey Vinson).
Academic and research projects
The concept of a wired glove has been traditionally popular in the research and engineering community. Engineers continue to develop prototypes that use innovative sensor technologies and architectures to achieve the goal of gesture recognition. For example, one such project is th
Smart Glove developed in 2009 by the then electronics engineering students Arvind Ramana, Subramanian KS, Suresh and Shiva. This project was an innovative design making interesting use of hall effect switches and custom home made bend sensors.
One major barrier to adoption of datagloves is sweat.
See also
*
Gesture recognition
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to ...
*
Hand-over
*
Motion capture
Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...
*
Open-source robotics
*
Project Digits
*
Robotic arm
A robotic arm is a type of mechanical arm, usually programmable, with similar functions to a human arm; the arm may be the sum total of the mechanism or may be part of a more complex robot. The links of such a manipulator are connected by join ...
References
External links
Glove-based input interfaces
{{Mixed reality
Multimodal interaction
Computing input devices
Gloves
Virtual reality
Pointing devices
Game controllers
Haptic technology
History of human–computer interaction
Gesture recognition