CA2992000A1 - Removable finger sock and cuff wearable input device and single-motion input method - Google Patents

Removable finger sock and cuff wearable input device and single-motion input method Download PDF

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Publication number
CA2992000A1
CA2992000A1 CA2992000A CA2992000A CA2992000A1 CA 2992000 A1 CA2992000 A1 CA 2992000A1 CA 2992000 A CA2992000 A CA 2992000A CA 2992000 A CA2992000 A CA 2992000A CA 2992000 A1 CA2992000 A1 CA 2992000A1
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Prior art keywords
input
garment
hand
finger
pointer
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Abandoned
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CA2992000A
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French (fr)
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Seth Wudel
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Individual
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Individual
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Priority to CA2992000A priority Critical patent/CA2992000A1/en
Publication of CA2992000A1 publication Critical patent/CA2992000A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • G06F3/014Hand-worn input/output arrangements, e.g. data gloves
    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D19/00Gloves
    • A41D19/0013Gloves with openings, e.g. for the nails or for exposing jewellery
    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D19/00Gloves
    • A41D19/0024Gloves with accessories
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/02Input arrangements using manually operated switches, e.g. using keyboards or dials
    • G06F3/023Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
    • G06F3/0233Character input methods
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D13/00Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches
    • A41D13/05Professional, industrial or sporting protective garments, e.g. surgeons' gowns or garments protecting against blows or punches protecting only a particular body part
    • A41D13/08Arm or hand
    • A41D13/081Hand protectors
    • A41D13/087Hand protectors especially for fingers
    • AHUMAN NECESSITIES
    • A41WEARING APPAREL
    • A41DOUTERWEAR; PROTECTIVE GARMENTS; ACCESSORIES
    • A41D19/00Gloves
    • A41D19/0044Cuff portions
    • A41D19/0048Cuff portions with cuff securing features

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Textile Engineering (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

An input device worn on a single hand like a glove but with modifications which allow the textile input sensors to be stretched away from the fingers and attached to the wrist to allow for common uses of the hand like handwashing. Connectors between adjacent fingers allow toggling from character input, 2d pointer, 3d pointer and user modes. The biggest improvement over traditional forms of text input is a concept herein described as single-motion-input which eliminates the need for modifier keys and allowing 7 different characters to be instantly accessed from the same input region by differentiating very simple swipe gestures.
This allows an entire QWERTY keyboard to be accessed on a single hand.
Being designed to house a smartwatch on the inside of the wrist allows for a very accessible means of mobile input

Description

Description TECHNICAL FIELD
This invention relates to a wireless input device similar to a glove in shape although with modifications which allow for more practicality in everyday use than previous similar glove based designs, as well as a detailed method of input allowing a single swipe or tap to access all characters of a typing keyboard, and instant access to 2d pointers, 3d pointers, alternate modes and slider controls all from one hand.
BACKGROUND ART
There have been multiple attempts to design glove based input devices and systems, with a wide variety of applications and functions, all with differing limitations. While some of the applications appear useful in description, what is often underestimated is a full understanding of the constraints placed on the everyday use of the hand when embodied in such a device as opposed to other wearables. Compared to other bodily locations of wearable technology, our hands are constantly in motion and very often in physical contact with the world around us and to accommodate the hand with a wearable input device that provides a mobile experience, deep considerations need to be taken with regard to allowance of everyday functioning of the hand aside from data input. Many previous ideas may be suitable for temporary usage such as gaming, home appliances, medical applications, or temporary desktop work. But to my knowledge, no previous invention takes into consideration the level of frequency in which one needs to alter modes between various common styles of data input and everyday hand use to allow for a truly mobile input experience in the manner that will laid be out in future sections of this document.
Several examples of earlier designs of data gloves exist, whereby the input system requires two gloves to be fully functional. Requiring two hands for input is, in itself, a limitation to everyday use and mobility, and there may be times when it is necessary to physically scratch an itchy area of the body during use, or otherwise make quick use of the hand without interrupting the flow of input. Also, in coordinating with a handheld device, by the very definition of a handheld device, would require one hand free to hold the device. For this reason and the common need for the use of one free hand, it should be clear that the best compatibility of a glove like input device designed for mobile functionality with everyday hand-use should allow full functionality to be accessed from a single hand only. This is not to say, that a consumer may not benefit from extra-functionality in a second like device on the other hand, but having the core of the most common input needs accessible from one hand only, allows the wearer the most freedom to integrate their device input needs with the need to interact physically with the world around them.
But single-hand full-functionality is only half of the picture. What is also seemingly overlooked is the sheer frequency in which we need use of both hands in everyday tasks creating the need to toggle between use of the data glove and use of both hands to accomplish other common tasks. This goes beyond the glove's requirement to withstand everyday forces with the use of flexible touch sensor fabrics. Not only are hands highly demanding in terms of frequency of varying forces, stretches and bends, but also to exposure to wetness and/or dirtiness.
But this also goes beyond simply being able to wash all, or a portion of the glove in regular wash cycles. There will be times in everyday life, when one must meet these demands on a frequent basis by actually removing the glove such as the need to wash one's hands, go to the bathroom, the need to handle small objects which require greater dextral precision, the need for anything requiring the full use of physical touch sensation, the need to safeguard the sensors from a temporary exposure to wet or dirty objects, etc. These events can occur many times throughout the day.
What is needed is a wearable input device for the hand that allows the convenience of flexible touch sensors from a single hand without the limitations placed on everyday hand use by the traditional structure of a glove.
Also, there are many examples of data glove designs which include the complex transmittals of input and output, such as displays, lights, microphones, speakers or vibrations, or motion sensors for complex gesture recognition in the embodiment of the glove. In terms of mobile practicality, this extra technology embedded in the hand is a feature that could be described as unnecessary double-function inefficiency, which is inefficient to both user and industry and can lead to poorer performance of the input device as well an inefficiency in aggregate production.
Since these added features can be accomplished better by devices such as headphones/headsets, smartwatches, cellphones, and AR goggles optical recognition, it generally makes less sense to double up those features on an input device on the hand.
The most complete and efficient human experience of input and output is to separate the components of input and output such that each embodiment of input and output exists in it's most responsive and/or accessible location. For example, the input of a camera, lights or other optical data is the most accessible from goggles as it is closest to the eye, but interacting with a multitude of visual data is most accessible from a hand garment that functions independent of location or optical field. The output of personal audio is most responsive from headphones as it is closest to the ear, but interacting with the controls in a personal manner are most accessible from a hand garment that functions regardless of location. The microphone is the most accessible when located close to the mouth, thus is more suitably located on a headset than on or near the hand. Displays are most responsive through either AR Goggles, smart watch, mobile phones, tablets, lap tops or desktops depending on the level of interaction with the display required, but interacting with those displays is better achieved by separating the input of the hand from the output of the display. This overcomes inefficiencies such as the current highly ubiquitous case of a text pad taking up nearly half the display of a smartphone. There is also no need for haptic sensing in both a smart watch AND
a data glove as all a haptic vibration needs to do to serve its purpose for mobile devices is to alert the user to a display for further interpretation. In addition, resource intensive processes are best left to the processing power of the smart phone, or in the case of audio or video more powerful microcontrollers in audio or video devices. The purpose of the input device enclosed over the hand as relates to the most efficient mobile input experience should be solely to detect the x and y electrode coordinates, processing the values at point of contact with the local i/o microcontrollers, then transmitting them for external processing so that the simplest data possible can be delivered to other devices for via short-range wireless transmission.

For the function that an input device best serves, subtlety can often be as important as simplicity. In the field of augmented reality, the commonly envisioned means of interacting with optical data is by way of hand gestures that are recognized by the optical sensors in the goggles. While this may be desirable in a more private location such in one's private residence, there are certainly many situations where one would want to interact with optical data in a subtler form whereby the hand need not be recognized by the goggles or even be exposed visually at all to interact with optical objects. If, for example, someone is standing in a line-up at a grocery store wished to have access to an object or display without using a spectacle of hand gestures or lose their place in line, a subtler form of digital interaction with augmented reality needs to be employed. Generally speaking, a mobile version of AR where people are interacting with the world via exposed hand gestures, is less likely to accommodate the mobile experience, or in the very least, is less desirable than being able to interact with the optical data all around them by more subtle means. Achieving this by tactile sensing means, however, is merely an enhancement to AR, not a replacement of hand gesture recognition. It does not in any way prevent those exposed hand gestures to be interpreted by AR goggles, should the user choose that form of input, so long as the hand's basic shape and movements can be digitally recognized by optical sensors. Having the option of subtle AR input, via tactile sensory input even from inside a coat pocket, which optical sensors in goggles do not accommodate, would add another layer of mobile device improvement. Even in the current scope of mobile technology, the annoyance of the visibility of people interacting with their smart devices in public is often stated. So not only is a subtler form of input needed to interact with AR Goggles, but also may provide subtlety and convenience with the currently more common smart devices, such as the ability to activate a headset for incoming calls, or enter quick data into an app without the need to remove the phone from the pocket. While the convenience of interacting with a smartphone without the need to physically retrieve the phone had previously been accomplished with a smartwatch, the data which can be entered into the smartwatch has previously been severely limited to predetermined phrases, such as "ok' or "can't talk right now." Having the ability to interact with smart watch displays with full text, a 2d pointer, and other forms of input, and simultaneously view such input on a smart watch display would greatly reduce the need to pull out a smartphone for many uses and add convenience to the mobile experience.

What is required to make this all functional, and to improve upon the mobile visions of the past is an input method that allows instant access to every necessary form of common device input, all from a single hand, that goes beyond the previous broad descriptions of "input into a glove" to define a clear method of input, which is not only an improvement in accessibility for each previous input system of our most commonly used devices, but which does so with the least possible interference of our everyday use of the hand.
Beyond this, it should be understood that while much of the previous designs for the embodiment of a data glove stem from the traditional design of gloves as garments designed with a purpose of warming the hands, this traditional embodiment of a glove in itself poses limitations with regard to accommodating data input with everyday hand use. However, as the desired end of inputting data into the hand is very different from the desired end of keeping the hand warm, the designs for such embodiments should be best suited to their respective end.
That being said, while a glove may keep the hand warm, there are distinct reasons why the traditional design of a glove as a garment needs to be altered to better serve the purpose of data input in a manner that allows a user to alternate frequently between data input on one hand and everyday use of both hands.
SUMMARY OF DICSLOSED INVENTION
A summary of the design of the apparatus and method of functionality which addresses the problems outlined in the prior section of this document is disclosed below. It should be understood that this disclosure is presented merely to offer an understanding of the core functionality of the apparatus and method, as relates to its chief purpose, how it may be constructed, and the improvements over traditional means of mobile or stationary input, but does not represent a final design with regard to attributes including but not limited to dimensions;
location or size of connectors, components and or sensors; types of tactile sensors;
channel routings to, from, or within the detachable circuitry and components enclosure;

material or combination of materials used; adhesives and stitching;
transmission methods, power sources; character array arrangements, settings, functions, modes, or level of customization etc. as many of these attributes will often require adjustments and improvements as the product is further developed and further advances in technology become available.
PHYSICAL STRUCTURE
A wearable input device in the form of a novel garment worn on the hand, which in whole will henceforth be referred to simply as "garment" consists of a combination of flexible fabric and rigid fabric cut and formed in such a manner that the four fingers, but no portion of the thumb, nor the majority of the palm of the hand, are enclosed in a section of fabric henceforth referred to as "finger sock" which contains electrode grids on the face, tips, and one side each finger that provide sensory input regions. One of the garment's defining functionalities, is that the finger sock can be stretched away from the cuff portion of the garment and attached to cuff to provide it's wearer the means to easily alternate between a chosen mode of device input and regular hand use not pertaining to use of the gat __ went.
The cuff is equipped with a hook and loop adhesive strips on the back of the wrist, or a similar functioning adhesive, pocket, or constraint, as well a means to encase a smart watch on the inner wrist portion of the cuff.
The purpose of structuring the inner wrist of the garment this way is to allow a separate smartwatch display to be fastened on the inner wrist to be a perfect companion to a quick input system disclosed herein involving single motion taps or swipes of the bare thumb with the finger sock of the same hand while the palm faces the view of the wearer, thus allowing simultaneous view of input and output.
This is not to limit the garment to this use, as it can be used to enhance input/output coordination with other devices capable of receiving input data wirelessly as well, but most definitely greatly expands the functionality and convenience of a smart watch, as current displays of smart watches are typically too small to allow full text interaction.
The purpose for the adhesive section on the back of the wrist is to act as a temporary place holder for the finger sock portion of the garment such that the finger sock can be quickly and easily stretched away and removed from the fingers and temporarily attached to the cuff to temporarily allow for every day functions of the hand with no need to remove the garment from either the wrist or the smartwatch and can be easily stretched back over the fingers when the wearer wishes to return to use the garment as an input controller.
Input is achieved through a variety of modes that are altered by connectors between the fingers sending a single binary datum to a detachable circuitry and components enclosure housed in a pocket on the backhand side of the garment which henceforth may be referred to as "enclosure" or "detachable enclosure"
The enclosure houses several microcontrollers any of which may contain a connector pin to receive the binary state of the datum of each connector between the tips of the fingers which uses the combination of these binary states to determine the current mode. The end result of this structure is such that when the fingers are apart, the face of the finger cuff functions as a character keyboard.
Alternatively, when all fingers excluding or including the minimus finger are together, the face of the finger cuff functions as a trackpad. When only the pinky and ring finger are connected, (and brought to the palm for comfort of functionality, though not necessary for the connected state) the index and middle finger perform functions as a novel 3D pointer method to be used in coordination with AR goggles, leaving several other finger combinations which can be used for functions including but not limited to extended modes; adding, removing or altering device pairings; easy access to apps of paired devices; alternate character array; settings; and user's custom modes.
The current physical design which supports the electrical functioning's compatibility with the demands of the use of the hand are such that a pocket containing a detachable enclosure on the backhand of the garment is covered by two flaps of adhesive fabric that pull in opposite directions. Pulling back the first flap from the pocket cover exposes the adhesive fabric flap which may be attached to yet another adhesive fabric counterpart on the wrist so as to keep the finger sock aside so that the hands may both be used for tasks relating to traditional, non-garment related use of the hand. Alternate methods of performing this core function may be employed with varying pockets, adhesives and/or constraints on the cuff. After pulling back the first flap in one direction, instead of attaching the finger sock to the cuff, the user may wish to remove the second flap in the opposite direction of the first flapto access the detachable circuitry enclosure. The purpose of this structure is to allow more sensitive components to be detached and removed from the garment while the fabric portion of the garment is washed. Allowing the flap to detach in opposite directions makes the much more frequent case of removing the top layer for every day temporary hand-use less ambiguous, and provides better protection for the enclosure.
There are currently several options in the public domain for constructing or licensing the use of tactile sensory, washable, stretchable fabric which can be hardwired to hardware components. While future development of the garment will not be limited to any one style, placement or connection of flexible or touch sensor fabric or other types of tactile sensors as a means of sensory input, since the novel cuff and finger sock design disclosed herein allows the core functionality of being able to stretch the finger sock off the fingers to be attached aside so long as any portion of the garment between the finger sock and cuff is flexible, using some form of flexible, stretchable tactile sensors at this time to accomplish the end result is likely the most viable option in terms of offering comfort in the finger sock.
While the technology of flexible tactile sensory fabric is relatively new, details on how various forms of flexible textile based tactile sensors function is currently in the public domain.
In either event, the inner pocket of the garment is to contain a permanent fixture of water-resistant connectors which the conductive path from the touch sensor regions of the finger sock can be hardwired to which acts as a connection socket for the detachable enclosure.
Due to the nature of capacitance touch sensors' tendency to react to proximity and the close proximity of the fingers to input regions of other fingers, it is likely that resistive touch is the best option for tactile input into the finger sock, though the garment disclosed herein will not be limited to resistive touch as a means of tactile input should developments with other methods and techniques of tactile sensors prove superior for the core functionality of this garment.

There are several options with regard to routing the touch sensors to the detachable enclosure that take into consideration the need to prevent unintended pressure interrupts or wear caused by bending of the finger placing pressure on unintended regions, which include but are not limited to various combinations and routings of conductive and resistive fabrics which correspond to desired and non-desired pressure regions, varying thickness of substrates between x electrodes and y electrodes according to such regions, allowing curved channels to accommodate deformations away from undesired regions, and layering ribbons of channels between insulated fabric layers to double up on non-input region circuitry pathways to the enclosure. As durability tests require time to produce empirical results for the structure of a novel shaped garment that consists of less surface area than the traditional glove designs, alterations in routing may occur over time to improve upon results from such durability tests, though do not change the core functionality of the garment.
The detachable enclosure includes but is not limited to a rechargeable power module, a wireless transmission module, a flash memory module, a 3-axis gyroscope, and any number of currently available microcontrollers which best serve the function of processing tactile input coordinates to wirelessly transmit the raw data to the microprocessors of other devices for further interpretation and function. The purpose of the enclosure is to receive simple tactile input data based on coordinates of an x, y grid, or x,y,z grid, and wirelessly transmit values to be interpreted by drivers, apps, and operating systems of paired devices, as often accomplished by other current short range wireless transmission input devices.
The exact placement, brand, or model of components within the enclosure, as well as the design of firmware and software/drivers may alter over the course of time to allow for developments and technological advances of available components, coding methods, and paired devices. Considerations may allow the detachable enclosure to function separately from the garment in compatibility with future products of novel or non-novel design, though at this time, currently serves the function of receiving and transmitting values of the gai went disclosed herein.
Over time, as skill levels of user input into the garment improve, certain consideration will be taken with regard to the visual design of the finger sock such that an option exists to the consumer to obtain a garment having characters and input regions printed on the hand according to the suggested default character layout disclosed herein, as well as an option to have no printing on the hand for more experienced wearers.
Variations of the garment according to attributes including but not limited to hand size, right-hand or left-hand orientation, color, style, font, version, or model, that serve all the functions disclosed herein will be integrated into the design process.
Over time, variations may develop with regard to aesthetic appeal, durability and extra functionality from extended application or additional sensors and components over and above the standard model disclosed herein to allow for the availability of either higher cost premium models, or standard product development.
INPUT METHOD
As a product such as the garment disclosed herein is introduced to the consumer, it will be necessary to include a default input system to accompany the product by way of device drivers within a software application which can be downloaded to paired devices. While it goes without saying there should be an allowance for some user customization with regard to character layout, 2D or 3d pointer preferences, slider preferences, and other alternate mode settings, a default method of use should be instantly available to the user upon first use of the product, so that all functioning is instantly available regardless of one's level of technical expertise.
Furthermore, this default layout should allow for the most natural user experience possible.
SLIDERS
Located on the thumb-side of each finger are regions typically reserved for single coordinate sliders which can offer slider functions, such as volume control, page scrolling, zoom, brightness, and any one of several common functions which can be adjusted with single coordinate variation, and the functions of these sliders may vary according to current mode. While the most common functionality of these regions will exist along a single coordinate plane, the regions will not be limited to single coordinates should two coordinates in this region prove useful in future application.
Input Logic For sliders:
Input logic for sliders is same as that of any common slider where a single value increases or decreases according to the current location of input based on contact point with slider, albeit only activated if the point of contact value changes prior to point of release by an amount exceeding a small buffer value to distinguish between taps and holds that may occur in the same input region.
TEXTING MODE
[1] The following section describes a default character layout in compliance with the garment disclosed herein whereby an abundance of characters of a computer keyboard, including all such characters found on standard QWERTY keyboard can be accessed by single motion swipes or taps into the single hand garment disclosed in this document. While it may be necessary to use a CAPS input in successive combination with letters to produce a single capital letter or series of capital letters, and other locking keys such as "control" and "fn" in successive combination to enter traditional multi-key shortcuts, the default layout of the garment simplifies many traditional multi-key inputs. With this default layout, all of the characters of a standard Latin text/Arabic numeral keyboard layout which traditionally required the holding of a shift key, or switching keypads (in the case a smartphone) including all the characters traditionally collocated with the number keys of a keyboard, the colon, question mark, all brackets, and mathematical operator symbols, vertical line, and tilde can now each be inputted independently of other keys with a single motion.
[2] Such a method is achieved by positioning an array of characters such that each finger is divided into 4 segments, which are the three segments between the joints on the face of the fingers, and a tip region of each which extends partially over the finger nail area, for a total of sixteen touch sensor regions. Each region further allows for seven possible single contact motions within the same region to produce input under this particular system which are as follows: 1) tap 2) swipe-left 3) swipe-right 4) swipe-up 5) swipe-down 6) rotate swipe clockwise 7) rotate swipe counter-clockwise.

The aforementioned input variations apply only to motions that are instant, as required to seamlessly produce characters in a texting mode, and do not account for holding or motions that may provide other functions.
[3] The placement of the characters of the default layout is based on intelligent design such to make input for common language as easy as possible by adhering to several basic categorizations which are as follows:
Letters:
-All Latin alphabet style letter characters which are consonants including Y
are located on the face of the finger sock and are inputted by either swiping left or swiping right, and no other characters on the face of the finger sock are inputted by swiping left or swiping right.
-A different consonant is produced depending on whether the swipe is left or the swipe is right, aside from three less common consonants, q, x, and z which are located on the minimus (pinky) finger and are only produced by swiping toward the thumb side of the hand. Swiping away from the thumb side on the minimus finger produces no letter or output of any kind.
-All letters and characters which are vowels excluding Y are located on and near the tips of the finger sock, excluding that of the minimus finger and are produced by either swiping left or right on any one of these three fingertips, or by swiping left or right continuously over either of the two possible combinations of two of these three fingertips.
-The same vowel is produced in any of the aforementioned regions whether the region is swiped left or whether the region is swiped right.
The reasoning behind arranging the letters in this manner is based on the idea that languages which use the Latin alphabet generally produce vowels in greater frequency than consonants as vowels occur in nearly every word. The ease of flow of input is often determined by which side of the finger the thumb lands on before the next letter is inputted. Thus, allowing vowels to be produced by swiping either direction means that vowels are always easy to access no matter which side of the finger the thumb falls on after a consonant is inputted via left or right swipe which allows for a more seamless flow of texting.
This concept is carried further with regard to the placement of the consonants on the face of the finger sock and reasonable efforts are taken to maximize the ease of common compound consonants. For example, the letter S which can be followed by the largest variation of consonants such as C, K, L, M, N, P, Q, T, W, and Y is produced by swiping in the opposite direction of these letters where possible, with the exceptions of T and K, which although either of these letters in combination with S require successive swipes in the same direction are located on the top segments of the fingers with the S in the middle, the more common T on the easily accessible index and the less common K on the ring finger. (collocated with H, R, and C respectively, as well as with numbers and punctuation options) Several further examples exist which apply this same reasoning for the default letter placement to both common compound consonants, words and word parts which is best illustrated in the default layout in the drawings and descriptions.
While it is likely impossible to create an arrangement such that there are never somewhat more awkward letter combinations, efforts are created to minimize this occurrence as much as possible. Having all but the letters x, q, and z located on the first three fingers, greatly achieves this desired result, and basing a character layout on easily accessible common letter combinations, words, and word parts only furthers this result.
The same principle is applied in this manner to the location of vowels, such that the most common vowel, "e," is produced by swiping on the more accessible index tip, with the least common vowel, "u," produced by swiping the less accessible middle and ring fingertips together.
Clearly distinguishing between somewhat ambiguous vowel inputs and combinations such as that which would seemingly occur from swiping the tip of the index to produce an "e" immediately followed by a swipe of the middle finger to produce an "a," as may a occur in the word "dear" in which such successive swipes could seemingly be interpreted as a swipe of both fingertips to produce an "o," is simply a matter of either using a less continuous motion or swiping the tip of the index one direction to produce the "e" and then swiping the tip of the middle finger the opposite direction to produce the "a."
While a complete detailed suggested default character layout is illustrated in the drawings and defined in their descriptions, the garment shall not be limited to this default character layout in the event that minor alterations or further refinement is necessary.
Numbers:
In addition to the suggested default character layout for letters, the input regions of numbers which are collocated within the same input regions of the letters, follow some basic rules which are as follows:
-Number digits 0 through 9 are produced by single taps on any of the 12 input regions on the face of the finger sock which correspond to that digit, and no other characters are produced in these regions with taps, with the exception of the asterisk and the octothorpe symbol.
The numbers currently are arranged in a manner similar to a standard telephone key layout, with numbers 1 through 3 starting from the bottom of the index, and moving to the top the index, then with the numbers 4 through 6 continuing on the middle finger, and continuing on to the bottom row on the minimus finger consisting of the asterisk, zero, and octothorpe respectively.
Sentence ending punctuation and comma:
Aside from the face of the finger sock, single taps are also used on the tips of the fingers to produce the three sentence ending punctuation marks; the period, the question mark, and exclamation mark, as well as to produce the comma. The more common period and comma are currently located on the more easily accessed index and middle fingertip respectively, while the less common question mark and exclamation mark are located on the ring fingertip and minimus fingertip respectively.

Other Punctuation:
The remaining punctuation characters and symbols of the default character layout are accessed from the input regions which are collocated with the input regions for numbers and letters, but require swiping up, swiping down, rotating clockwise, or rotating counter-clockwise to produce the character. An effort is made to assign mnemonic subcategories to punctuation marks such as placing all four bracket types (including less than/greater than) on the top row of input sections, (segments on the face of the fingers closest to the fingertip) with all opening brackets swiped the same direction, and all closing brackets swiped the opposite of those directions.
Further illustration of the remaining punctuation can be examined in the drawings and descriptions.
Space and Return Creating a space between words, which is a highly common occurrence in the flow of text, is accomplished by the thumb tapping both the fingertip of the index, and the fingertip of the middle finger simultaneously. This does not effect the mode state caused by the connectors between these fingers attaching, as functions in such two finger modes require activation from the face of the finger.
The same above principle applies to the return key which is accessed by tapping both the fingertip of the middle finger and the fingertip of the ring finger simultaneously.
Tab and Delete At this time, the only non-character input in texting mode requiring rotating swipes are the tab key and the delete key which are collocated on the accessible face of the index finger nearest the fingertip. In a left-hand configuration, the tab function is produced by a clockwise rotating swipe in this region, while the delete function is produced by an anti-clockwise swipe motion in the same region. (opposite for right-hand configuration) Locking regions:
As a user may find the garment useful for inputting traditional keystroke combinations of modifier keys, such as holding down combinations of "control"
and/or "shift" to access extra functions from other keys, the garment achieves this with locking regions located on the row of input segments on the face of the finger sock at base of the finger adjacent to the palm. Any functions which require the holding down of modifier keys can be accomplished by the swiping up or down to corresponding locking regions in, in sequential order of the keystroke combination.
Details of the exact locations of locking keys can be examined in the drawings and descriptions.
Alternate Character Arrays In addition to the characters commonly found on QWERTY/AZERTY/QZERTY
keyboards and the like, there also exists rarer characters not found on such keyboards such as Greek letters and currency symbols, etc. which a wearer may want to access from time to time. In addition, user preferences may allow the ability to alter the default array, should the user decide this. Alternate character arrays, customization and other functions and settings can be accessed via alternate modes that modify the same input regions mentioned herein to allow access to an array of alternate characters, but comprises those characters over and above those normally found on a standard QWERTY/AZERTY/QZERTY layout. The alternate character arrays in these modes may be customized through an app or apps to add further characters to accommodate user preferences.
Holding input regions in Texting Mode Possibilities still exist for functions that can be accomplished by holding an input region while in texting mode, though no such holding relates to common character input such as to allow for swift input of common text Input Logic For Texting mode:
An example of a basic input logic for texting mode which corresponds to the firmware and default input system included with the garment can be demonstrated with the following broad simplified Pseudo-Code which can be created with the proper syntax of any number of common programming languages. The firmware will by no means be limited to any one path of logic, but rather, this pseudo-code is only presented as an example model to demonstrate functionality.
Declare selfExplanatoryVariables //note: where x represents horizontal coordinates of an input region and y ¨ vertical coordinates; actual code would declare the variables; Pseudocode for illustration purposes only charafterInputRegionArray =(r 1 ,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16) characterInputMethodArray=(tap,swipeLeft,swipeRight, swipeUp, swipeDown, swipeClockwise, swipeCounterclockwise) While (connector 1 = not connected and connector 2 = not connected and connector 3 = not connected,) //Note: Connectors exist between the sides of fingers near the tip on the non-input region side getUserInput (initialPointOfContact, pointofContact, point0fRelease (x)) of (charafterInputRegionArray) getUserInput (initialPointOfContact, pointOfContact, point0fRelease (y)) of (charafterInputRegionArray) while (pointOfContact==true) {
if (APointOfContact(x,y) < allowableBufferzoneForTaps) {

characterInputMethodArray=tap}
elseIf (LpointOfContact(x) > LpointOfContact(y) and initialPointOfContact(x) >

point0fRelease(x)) characterInputMethodArray=swipeLeft}
/Note assures left swipe can be distinguished from up or down swipes for swipes that may occur on an angle elseIf (LpointOfContact(x) > LpointOfContact(y) and pointOfContact(x) <
point0fRelease(x)) { characterInputMethodArray=swipeRight}
//Note assures right swipe can be distinguished from up or down swipes for swipes that may occur on an angle elseff (IlpointOfContact(y) > ApointOfContact(x) and pointOfContact(y) >
point0fRelease(y)) { characterInputMethodArray=swipeUp}
//Note assures upward swipe can be distinguished from left or right swipes for swipes that may occur on an angle elseIf (ApointOfContact(y) > ApointOfContact(x) and pointOfContact(y) <
point0fRelease(y)) characterInputMethodArray=swipeDown}
//Note assures downward swipe can be distinguished from left or right swipes for swipes that may occur on an angle function determineSwipeSequence ( x, y) while (point of contact == true) {count measureTime;
if (x increases==true and x decreases == true) or (y increases ==true and y decreases == true //Note: if the duration of a swipe detects a direction change, check the following conditions:
if (xIncrease/measureTime > xDecrease/measureTime and pointOfContact(y)> initialPointOfContact(y) ) or // Note: if x value increases before it decreases when the y value is greater than initial contact or:

(yIncrease/measureTime>yDecrease/measureTime and pointOfContact(x) < initialPointofContact(x)) or // Note: if y value increases before it decreases when the x value is less than initial contact or:
(xDecrease/measureTime >xIncrease/measureTime and pointOfContact(y)<initialPointofContact(y)) or // Note: if x value decreases before it increases when the y value is less than initial contact or:
(yDecrease/measureTime>yIncrease/measureTime and point of contact(x)>initialPointOfContact(x)) // Note: if y value decreases before it increases when the x value is greater than initial contact then characterInputMethodArray¨rotateClockwise} 1 else characterIputMethodArrayrotateCounterClockwise // Note: if within a swipe duration whereby a swipe direction changes from left to right, up to down or vice versa, and any of the above four conditions are satisfied a clockwise rotation is detected. In all other scenarios where such a direction change happens, a counter-clockwise rotation is detected if (point0fRelease) --true (transmit characterInputMethodArray and characterInputRegionArray) transmit values for external processing to determine character assigned to output; reset values The above pseudocode or any pseudocode in this document will not be compiled to any programming language due to variations in syntax and semantics.
Simplifications were made to illustrate the input logic pertaining to use of the closed device in a more apparent manner for the purposes of this document.

When the states of the connectors between the fingers signal that the index, middle, and ring finger are together, the x and y coordinates are continually tracked such to provide the functions of a trackpad mode on the face of these fingers that can move a mouse pointer, scroll the screen, or draw on the display of a paired device depending upon the configuration of the drivers with app included with the garment, user preferences and the functioning of the app open on the device which receives such data. Generally speaking, smart phones that currently receive such tracking input within a web browser by way of swiping the touchscreen to scroll down web pages or taps to make selections to enter textboxes, do so without a mouse pointer.
However, with regard to entering data in a similar fashion via the garment disclosed herein, an ambiguity arises such that for the thumb to be tracked on the face of the finger sock such that this input data is processed as scrolling by the phone's processor, creates an undesired result since making an accurate selection of display coordinates with a tap on the finger sock with no pointer visible becomes difficult. Conversely, if the phone processes the tracking of the thumb on the face of the finger sock as the moving of pointer on the display, then the same input region cannot be used for scrolling. This ambiguity is resolved simply by having the drivers of the app included with gaiinent interpret the tracking coordinates of the thumb as moving a pointer visible on the display, and taps on the face of the finger sock to make selections at the pointer's coordinates.
This allows scrolling to be accomplished with one coordinate sliders, either along the side of the index finger, or the tips, so long as the necessary fingers remain together to stay in trackpad mode. Whichever of these sliders is configured to receiving scrolling input, the other can be used for zoom. The face and side of the minimus still exists as a potential single coordinate modifier for rarer sliding functions if necessary, though most applications can be used effectively with the two previously mentioned sliders, and face of the trackpad alone. This includes access to extra screens accessed from the homepage of smartphones by swiping up, down, left or right from the homepages of smartphones displays. The bending of fingers required to slide the thumb along the finger tips is irrelevant to function as the display is located on a different device.
Some available resistive tactile flexible fabric sensors are also capable of measuring pressure, should the need arise to include pressure variating input in textile input regions to allow compatibility with pressure sensitive touchscreens.
The same above tracking principles apply for tablet displays, should someone wish to interact with a tablet without holding it.
As for desktop displays and laptops, the same function for scrolling can apply, using either the side of the index or finger tips, with use of only one slider, as zoom is typically not accessed by the trackpad on such devices, which thus frees these input regions for actions such as right click or center click. It should also be noted that any input region on the garment acting as a single coordinate slider on the regions located on the sides of any of the fingers can also receive data interpreted as taps for functions independently of the function of the sliders.
2D pointer logic 2D pointer logic is a simple matter of tracking coordinates in the same manner a wireless mouse or trackpad does, as is in common use today, so long as the conditions connecter one=connected and connector two=connected are satisfied, and then transmitting those coordinates for external real-time processing While the current vision in the field of Augmented Reality (AR) appears to be one which recognizes input by way of gesture recognition via optical sensors in the goggles, the garment disclosed herein offers an alternative to this method which is not intended to be a replacement to these methods, but rather an enhancement.
When paired with AR Goggles, the distinctiveness of the shape and movement of the hand should not prevent hand gestures from being interpreted by optical sensors of the goggles while the garment is worn. What the garment offers as an enhancement is the ability to interact with visual objects viewed through the goggles, by way of input that does not require the hand to be in the line of sight of goggles to function.
This means much 3d interaction can be accomplished with the hand positioned at the comfort of one's side, or even in a coat pocket without interfering with one's field of vision or drawing attention to the hand gestures.
This is accomplished by way of a physically literal pointing gesture and sliding method while using the garment in 3d pointer mode (3D pointer mode occurs when the ring finger and minimus finger are touching and preferably brought to the palm) transmitting x, y, and z coordinates to the processors acting in compliance with the AR goggles such to display a graphical pointer in a 3d field viewable through the goggles. The pointer may have the graphic appearance of a hand icon or any graphical representation which is recognizable as the appropriate pointer tool to the viewer according to the application in use. The 3-axis gyroscope located in the detachable enclosure on the garment's backside interprets the x and y coordinates of the pointer based on the trajectory of an extended index finger. It should be noted that it is not actually the angle of the finger that determines this trajectory but rather the angle of the enclosure on the back of the hand on 2 axes through movement of the arm or wrist. The index finger can be thought of as merely an extension serving the function not unlike sites on a rifle. That is to say that the linear orientation of an extended index helps line up the aim of the pointer.
When two variable x coordinates and two variable y coordinates form a line segment, and the respective angle of the line segment as measured by the gyroscope and interpreted by the firmware are known, any third point may exist along a linear trajectory which determines the x and y direction of the pointer in the field of vision of the goggles. Meanwhile, as the trajectory of the extended index finger determines the x and y direction of the pointer, having both minimus and ring finger brought to the palm, allows the visible side of the middle finger to function as a slider to adjust the z coordinates. In other words, an object is located in two dimensions by pointing at it, while the nearness or farness of the 3D
pointer is adjusted with the aforementioned slider control.
It should also be noted that it is only 2 of the 3 axes of the gyroscope that perform the aforementioned functions. When the trajectory extended from the fingertip adjusts two axes as demonstrated by either waving the finger side to side or waving the finger up and down, the z coordinate of the pointer is adjusted according to nearness and farness, while the z coordinate of the gyroscope itself is determined by rotating the wrist. This third axes of the gyroscope is only used in compliance with alternate trajectories, not to determine the z coordinates of a given trajectory.
As the motion of the wrist and arm are limited, while AR goggles' field of vision can potentially be 360 degrees on two axes, there will thus be a need to shift between 4 possible trajectories per axis (6 total, left, right, up, down, forward, back) extending from the gyroscope each preferably within 45 degrees of each other, in order to access a trajectory toward objects existing in any field of vision.
These trajectory shifts can easily be accessed by input options on the face of the finger. The current default method for adjusting the trajectory is to dedicate a swiping motion on a segment of the face of the middle finger to either shifting 45 degrees left, shifting 45 degrees right, or shifting 45 degree ups or 45 degrees down, depending on the direction of the swipe. (Naturally, any two successive swipes in the same direction reverses the trajectory of the pointer to point the opposite direction.) This is where the third axis of the 3 axes gyroscope performs.
If for example a trajectory extends out directly from the fingertip, pointing straight forward and the user rotates his wrist, the trajectory extending forward does not change due to this rotating. However, if the user shifts the trajectory 45 degrees to the left, or 45 degrees to his right, the trajectory now shifts perpendicularly, and extends from the user's side. In this orientation, rotating the wrist will change the trajectory causing it either to point more upward or more downward. Therefore, a third axis of the gyroscope needs interpreting in this scenario. Any two of three axes will be in use at one time, and vary according to the trajectory's current orientation.
Besides 45 degree trajectory shifts, options such as clockwise or counter-clockwise rotating swipe motions on any of the three sections of the face of the middle finger can be made available to fine tune either x, y, or z coordinates respectively when more precise directions of trajectory are required.
Device Drivers and Application for 3D pointer mode The device drivers for texting modes and 2D pointer modes can be configured to run with traditional displays in the same manner as wireless keyboards or mice/trackpads have traditionally interacted with predetemined display coordinates and character arrays, replacing the function of mouse and keyboard, albeit, having the connector's binary state between the garment's finger determining whether local microprocessors interpret the garment's functions as a mouse/trackpad or as a keypad/keyboard.
With being interpreted as a 3D pointer, however, extra programming needs to be included in a readily available app for any such device which typically relies on hand gestures to interact with 3D objects such that a graphical 3d pointer is produced.
The app simply provides a graphical pointer in the shape of a hand or other pointer tool that can exist in a 3d field which corresponds to the coordinates as delivered by the garment. The pointer's visible location and ability to interact with objects is simply based on geometry, whereby size or angle of the 3D pointer graphically changes based on a mathematical interpretation of the location of x, y, and z coordinates location within a viewer's height, width, and depth of field. The garment itself, still does nothing more than transmit x, y, and z coordinates as determined by the firmware and gyroscope within the enclosure of the garment, and it is the app downloaded to the memory of the goggles which determine the graphical animation of the pointer, and it is the drivers included with such an app which adds a third coordinate to traditional trackpad functioning with regard to tracking coordinates of a 3D pointer mode of the garment. Aside from this, it is the laser mapping from the goggle's lens', and object creation in conjunction with the goggle's operating system which determines the pointer's interaction with real or augmented objects.
In essence, the graphical hand version of the pointer functions as the user's real hand would be otherwise recognized by the optical sensors of the AR Goggles to interpret gestures. However, the gestures of the graphical pointer which mimic the gestures of hand are not inputted by making like gestures of the hand enclosed in the garment, which would require motion detectors in the garment, but rather, these gestures' functions are inputted by the variety of subtle tapping and swiping options available via accessible input regions in 3D pointer mode. It should be noted that it is not the optical sensors of the goggles which interpret the gestures of the graphical hand pointer, but rather, the location of the coordinates and direct function of the input method.
One of these input method options must necessarily be able to instantly access a field of text input, by corresponding to whatever gesture allows this within a given goggle's operating system, and application, such that when the fingers within the garment become apart, texting mode is instantly accessed from the finger sock and text and can be inputted and displayed in the text field of the goggles. In addition, putting the fingers together should also access 2d mode which can interact as a traditional 2d pointer with any 2 dimensional displays processed as augmented objects from the view of the lens.

An example of a basic input logic for 3D pointer mode which corresponds to the firmware and default input system included with the garment can be demonstrated with the following broad simplified Pseudo-Code which can be created with the proper syntax of any number of common programming languages. The firmware will by no means be limited to any one path of logic, but rather, this is only presented as an example model to demonstrate functionality.
-Declare self-explanatory variables While (connector 1 = not connected and connector 2 = not connected and connector 3 = connected,) 13DpointerMode =true;
//Note: Connectors exist between the sides of fingers near the tip on the non-input region side Find xl,y1 and x2,y2 of gyroscope (axes(a)) to calculate x3,y3 (a) which =
coordinate x. Find xlyl and xl y2 of gyroscope(axes( b)) to calculate x3,y3 (b) which = coordinate y. If point of thumb contact does not equal point of release (outside allowable bufferzone to distinguish from taps) on input region(side of middle finger), declare A point of contact = A (sm)coordinate z where s =
sensitivy of z slider and m = multiple of 1 or -1 to determine whether slider value increases or decreases while currentMode = 3dPointerMode, if (input region(trajectory shift) = swipe (left,right,up,down) alter variables a and/or b such that the gyroscope uses any two of three axes which correspond to the trajectory shift(left,right, up, down), and use a multiplier of 1 or -1 on x on horizontal axis or y on vertical axis to determine the polar direction from which the pointer extends from the hand transmit current x, y and z coordinates for real time processing Note: The above pseudocode or any pseudocode in this document will not be compiled to any programming language due to variations in syntax and semantics.
Simplifications were made to illustrate the input logic pertaining to use of the closed device in a more apparent manner for the purposes of this document.
OTHER USER MODES
The 3 single connectors between the fingertips of the garment offer potential for different user modes which are as follows, (1 variation of all fingers apart, variation of all fingers together, 2 variations of three fingers together, 3 variations of 2 fingers together, and 1 variation of 2 sets of two fingers together for a total of possible user modes of which 3 have been disclosed as part of the devices core functionaility.
Another mode, whereby only the index and middle finger are connected will be used for those functions which are most common with regard to input use, including access to the homepage of a paired device, selecting paired device, user settings, and app selections, etc. While these 4 modes make up the core functionality of the device and method disclosed herein, the garment will at no time be limited to these four modes, as the option still exists to expand functionality via the other possible modes as the product develops.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 Palm side up view of the garment disclosed herein. Element 101 shows each finger divided into 3 input regions. Element 102 shows slits as a method which may house a smart watch.
FIG. 2 Palm side down view of the garment disclosed herein. Element 201 illustrates that there are input regions on and around the tip over and above what is Shown in fig 1. Element 203 shows where hardware such as microcontroller, bluetooth module, etc connects the necessary multiplexors and demultiplexors to flexible sensor fabric to allow input to be transmitted to a device. Size may vary to accomodate varying shapes of potential microcontroller boards. No claims are made on the circuitry itself, but is based on common i/o methods.

FIG. 3 Illustrates a 6 step procedure for removing the finger sock to keep it at bay for normal uses of the hand such as handwashing.
FIG. 4 405 is either the hook or loop adhesive that attaches to the hook or loop adhesive of 406 as an intial layer to enclose the removable hardware enclosure, while 402 attaches to 401 to provide a second layer of protection. 403 represents half of adhesive necesarry to keep the data input section of the garment at bay for uses such as handwashing.
Fig 5. Shows a closeup of a single input region which is located one portion of the finger and how single motion insput is achieved 501 shows a plus sign which would be inputted by a single swipe upward. 505 shows an equal sign which would be inputted by a single swipe downwards. 506 and 503, shows the letters 'G' and 'N' which are imputted by swiping left or right, respectfully. 507 and 502 shows the "g" symbol and the "$" symbol which are inputted by a single rotation motion counter clockwise, or clockwise respectfully. 504 shows the number "5" which would be inputted by a single tap. This could be a design imrpinted into touch sensor fabric with enough resolution to allow the microcontroller in the enclosure to decipher between the aforementioned movements.
Fig 6 Fig 6 shows all the characters which are not visible in Fig 1. The very frequently use space character and return function are achived by swioing across two finger tips. And vowels, which are also common inputs are achieved by swiping either a single finger tip, or two finger tips for the less common vowels.
To allow for better flow, the same vowels are inputted no matter which direction they are swiped, as the thumbmay need to access a vowel from a different direction depending on which consanant is inputted hence the side of a finger the thumb ends up after a swipe. Though there are many cases of double consanants, much effort has been considered to have minimal consecutive swipes in the same direction, as alternating left to right allows for the best text flow.
Fig 7 Gives a basic illustration of 3d pointer mode with two toggleable trajectories.
One that is straightword, and one that is 90 degrees to the left. The thumb slides left to right on the middex finbger to adjust nearness and farness of the pointer.
Fig 8. This paicture shows 4 possible modes of input. In the top left, when fingers are separated, a connector at the side of the fingers sends a binary condition to the microcontroller indicating the garment is in text input mode. In the top right, fingers being together indicates touchpad mode, for on single field of xy coordinates, to act in the manner that a mouse or touchpad/touchscreen would.

When all fingers are together, the side of the index allows scrolling input along a single coordinate plane. In the bottom left, 3d pointer mode is activated by a connector between the the ring finger and pinky finger. The bottom reveals how collecting any combination of 2 or 3 fingers allows for altrnate modes.
Fig 9 shows how slider input on the sides of the fingers add extra functionality for things like volume or scrolling.
CLAIMS:
The claims being made are:
1. The physical embodiment of a hand garment which differs from a glove in a manner that encloses ONLY the fingers in touch sensor fabric, and the wrist and back of the hand in other fabric, but NOT the palm thus allowing the finger portion of the garment to be stretched away from the wrist portion for the purposes of keeping the finger portion at bay while making regular use of the hand.
2. A hand garment as described in claim 1 which has the means to securely fasten a smartwatch so that it is viewed from the INNER wrist portion of the garment.
3. A hand garment as described in claim 1 in which the character array is inputted through a very critically unique functionality of the garment herein described as single-motion-input." This is achieved by having multiple characters which are co-located in the same region. While co-located characters have traditionally been toggled by

Claims (4)

CLAIMS:
The claims being made are:
1. The physical embodiment of a hand garment which differs from a glove in a manner that encloses ONLY the fingers in touch sensor fabric, and the wrist and back of the hand in other fabric, but NOT the palm thus allowing the finger portion of the garment to be stretched away from the wrist portion for the purposes of keeping the finger portion at bay while making regular use of the hand.
2. A hand garment as described in claim 1 which has the means to securely fasten a smartwatch so that it is viewed from the INNER wrist portion of the garment.
3. A hand garment as described in claim 1 in which the character array is inputted through a very critically unique functionality of the garment herein described as single-motion-input." This is achieved by having multiple characters which are co-located in the same region. While co-located characters have traditionally been toggled by use of a modifier key such as a 'shift' key, a claim is made on structuring an input device which allows all characters and nearly all functions to be instantly accessed by single-motion strikes to the same input region. For the purposes of this claim, the term 'single-motion' is defined as one very brief continuous motion with a single thumb as it applies to instantly accessing a full QWERTY character array. (Eg. Swipe up, swipe down, swipe left, swipe right, swipe clockwise, swipe counter-clockwise, tap (but not hold.))
4. A hand garment as described in Claim 1 which in addition to instantly switching from a mode of character input to one of 2d pointer input, (as in a touchpad/touchscreen) can use varying combinations of a touching adjacent fingers to also allow for use of a 3d pointer mode, which would be used in coordination with Augmented reality and virtual reality goggles to interact with a 3D field of view by way of the pinky and ring finger having a connector which transmits a binary datum to the microcontroller of the garment allowing nearness and farness of the pointer to be adjusted along a single coordinate axis by sliding the thumb left or right on the inside of the middle finger while the other two dimensions of space, (up and down) or (left and right) of the pointer is determined by the index finger itself creating a trajectory via a 3 axis gyroscope.
CA2992000A 2018-01-16 2018-01-16 Removable finger sock and cuff wearable input device and single-motion input method Abandoned CA2992000A1 (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
LU501734B1 (en) * 2022-03-28 2023-09-28 Nicola Antonucci Hygiene glove container

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
LU501734B1 (en) * 2022-03-28 2023-09-28 Nicola Antonucci Hygiene glove container
WO2023186810A1 (en) * 2022-03-28 2023-10-05 Antonucci Nicola Sanitary glove container

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