VR Haptic Glovebox
October 2022 - March 2024
VR Haptic Glovebox is a project partnering with the Department of Energy to research the use of a digital glovebox in training for hazardous material handling.
The software is primarily compatible with haptic controllers from Haptx as well as general VR controllers. I was the primary developer working with the haptic controller hardware & handling deliverables. |
Highlights:
|
Familiarization Scenario
As a primary proof of concept for the glovebox as a training tool, a scenario with basic interactables and a busyboard was created.
The busyboard had a zipper, buckles, multiple locks and a light switch to allow a user to become familiar with the VR controls. The haptic controllers handled both hand tracking and individual finger tracking, both tracked and managed inside Unreal Engine. |
Multiplayer Vial Scenario
|
Another proof of concept was the multiplayer vial scenario, networking two or more VR users together. The intention was to simulate two research subjects and an instructor observing the activity for data collection.
The two users have 3 vials they need to pass to their partner across a glass divider using a sliding vial tray. Networking proved challenging with the high fidelity of physics used by the finger-tracking haptic controllers. Small desyncs cause physics to become volatile, so careful use of replication was required. |
Canister Scenario & Assist Systems
The canister scenario was the focus of the 2nd year of the project, serving as the research exercise being used for data collection.
The canister scenario involved a user unscrewing a canister with a torque wrench, retrieving material from inside, then screwing the canister closed. The scenario replicated an exercise the user would do physically before completing with VR software. Beyond the mechanisms of the canister, this scenario included added assistance systems to account for challenges with finesse due to limits of generic VR controllers lack of finger tracking and the haptic controller's thickness over the hands. |
The assistance system initially handled with a 'snap' system reminiscent of typical VR game interaction, then moved to a softer magnetism system where objects would gently push into an ideal position.
Initial snap assist system
|
Revised soft magnetism assist system
|