CN111701227A - Virtual reality gamepad and use method thereof - Google Patents

Virtual reality gamepad and use method thereof Download PDF

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Publication number
CN111701227A
CN111701227A CN201910202882.2A CN201910202882A CN111701227A CN 111701227 A CN111701227 A CN 111701227A CN 201910202882 A CN201910202882 A CN 201910202882A CN 111701227 A CN111701227 A CN 111701227A
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CN
China
Prior art keywords
ring
holding part
gamepad
processing unit
virtual reality
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
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CN201910202882.2A
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Chinese (zh)
Inventor
李炜
孙其民
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Inlife Handnet Co Ltd
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Inlife Handnet Co Ltd
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Publication date
Application filed by Inlife Handnet Co Ltd filed Critical Inlife Handnet Co Ltd
Priority to CN201910202882.2A priority Critical patent/CN111701227A/en
Publication of CN111701227A publication Critical patent/CN111701227A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

A virtual reality gamepad and its operation method, including the ring used for locating the locating ring of the hand grip and used for fixing the locating ring and the grip used for operating the hand grip, the said grip communicates with processing unit and links to each other; the hand-held type hand ring is characterized in that the hand-held portion enables hand feeling to be subjected to reaction force from the grip force to simulate specific stress conditions experienced by a human in a virtual world through detecting the size of the grip force, the finger ring is fixedly connected with the positioning ring through the connecting portion, the hand-held portion is of an ellipsoidal structure matched with the size of a human palm, and the hand-held portion is provided with an operation button. The user simulates specific game actions by grasping and releasing actions related to grasping and releasing in the display virtual world, and the game immersion experience is good.

Description

Virtual reality gamepad and use method thereof
Technical Field
The invention belongs to the field of virtual reality, and particularly relates to a virtual reality gamepad and a use method thereof.
Background
Virtual Reality (VR) is a high and new technology appearing in recent years, and the principle thereof is to generate a Virtual world of a three-dimensional space by using an electronic terminal simulation, so as to provide a simulation about senses such as vision, hearing, touch and the like for a user, so that the user can observe objects in the three-dimensional space in time without limitation as if the user is personally on the scene. The field of interactive control is one of important application directions of the virtual reality technology, and plays a great demand-drawing role in the rapid development of the virtual reality technology.
The handle is used as an important hardware device for interactive control, and provides a powerful support for realizing the interactive control, however, the current handle only can provide position identification and button-based operation, and detection on other related operations such as holding, gripping power and the like is relatively lacked, and meanwhile, the content is single.
Disclosure of Invention
The invention aims to provide a virtual reality gamepad and a using method thereof, and aims to solve the technical problem that the prior art cannot capture the grip strength of a human hand quickly; and solves the problem of inconvenient use in the prior art.
The technical scheme adopted by the invention for solving the technical problems is as follows:
a virtual reality gamepad, comprising: the finger ring comprises a positioning ring for positioning the handle, a finger ring for fixing the positioning ring and a holding part for operating the handle; the holding part is in communication connection with the processing unit; the hand-held type hand ring is characterized in that the hand-held portion enables hand feeling to be subjected to reaction force from the grip force to simulate specific stress conditions experienced by a human in a virtual world through detecting the size of the grip force, the finger ring is fixedly connected with the positioning ring through the connecting portion, the hand-held portion is of an ellipsoidal structure matched with the size of a human palm, and the hand-held portion is provided with an operation button.
Further preferably, the finger rings comprise four finger rings, wherein the four finger rings are respectively an index finger ring, a middle finger ring, a ring finger ring and a little finger ring.
Furthermore, the processing unit is a virtual reality helmet with independent computing capability, and the virtual machine is in communication connection with a primary processing device built in the holding part.
Further, the processing unit is a computer.
Furthermore, the connecting parts are four connecting rods which are fixedly connected with the index finger ring, the middle finger ring, the ring finger ring and the little finger ring respectively; and adjacent finger rings are fixedly connected.
Furthermore, the positioning ring is provided with characteristic points for sending photoelectric signals to the positioning device; the characteristic points are infrared characteristic points or optical characteristic points.
In addition, the circuit of the electric element in the holding part is communicated with the electric element in the positioning ring through the connecting part; the connecting portion is a connecting rod, and is adjacent to the ring, the ring is fixedly connected and then fixed with the positioning ring through the connecting rod.
More preferably, the ring and the connecting part are both made of hard materials; and a buffer device for buffering the stress of the holding part is sleeved outside the holding part.
A use method of a virtual reality gamepad is characterized in that:
step one, a user makes specific actions according to a virtual environment: the user is in the virtual environment, the user applies force to the holding part due to the scene specifically appearing in the virtual environment, and meanwhile, the counterforce generated by the specific action of the user required to be made due to the specific virtual environment is transmitted to the hand, so that the user generates real stress experience generated by the corresponding action of the specific virtual scene;
and step two, the processing unit displays the stress state of the holding part, the holding part transmits a holding signal generated by the user in the step one to the processing unit, and the processing unit expresses the hand loosening behavior in the virtual environment through images and sounds.
A use method of a virtual reality gamepad is characterized in that:
the method comprises the following steps: the user makes a throwing motion according to the virtual environment: the user throws the holding part due to the scene specifically appearing in the virtual environment, and the holding part transmits the counterforce generated by throwing action of the user to the hand, so that the user generates real stress experience generated due to throwing action;
step two: the processing unit displays the stress state of the holding part, the holding part transmits a holding signal generated by the user in the first step to the processing unit, and the processing unit expresses the hand loosening behavior in the virtual environment through images and sounds
The implementation of the invention can achieve the following beneficial effects:
the positioning ring and the connecting rod are both made of hard materials, when five fingers are opened simultaneously, the positioning ring does not have large position change, and the game can be continued by re-holding the positioning ring, so that a user can conveniently operate the game needing to frequently open the fingers and hold the fingers; corresponding buttons are arranged below the holding part corresponding to the positions of the fingers, so that the fingers can operate conveniently; the mistaken touch preventing device is arranged corresponding to the button, and a mistaken touch preventing program is started when the button does not need to be pressed, so that the influence caused by mistaken touch of the button is prevented; the user simulates specific game actions such as the actions of a baseball player for catching and throwing a ball by gripping and releasing the holding and releasing actions in the display virtual world, and the game sinking experience is good.
Drawings
FIG. 1 is a schematic view of a virtual reality gamepad according to the present invention;
fig. 2 is a schematic structural diagram of the positioning ring with the characteristic points distributed thereon according to the present invention.
Detailed description of the embodiments reference is made to the accompanying drawings in which:
1-a positioning ring; 2-a holding part; 3-index finger ring; 4-middle finger ring; 5-ring of ring finger; 6-little finger ring; 7-a connecting part; 8-operating a button; 9-feature points.
Detailed Description
For a more clear understanding of the technical features, objects and effects of the present invention, embodiments of the present invention will now be described in detail with reference to the accompanying drawings. It is to be understood that the described embodiments are merely exemplary of the invention, and not restrictive of the full scope of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
A virtual reality gamepad is shown in figure 1 and comprises a positioning ring 1 for positioning a handle, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the handle and holding parts 2 distributed on the surface of the holding part 2, wherein the holding part 2 is in communication connection with a processing unit; the grip part 2 simulates the specific stress condition felt by a human in a virtual world by detecting the grip strength and enabling the hand feel to be subjected to the reaction force from the grip strength at the same time, the ring is fixedly connected with the positioning ring 1 through the connecting part 7, the grip part 2 is of an ellipsoidal structure which is adaptive to the size of a human palm, and the grip part 2 is provided with an operation button 8; the processing unit is an integrated machine or a computer and is in communication connection with the holding part 2, a signal acquisition module and a signal transmission module can be specifically arranged on the holding part 2, and the signal acquisition module acquires stress information of the holding part 2 and transmits the stress information to the processing unit through the signal transmission module.
Example one
A virtual reality gamepad comprises a positioning ring 1 for positioning a gamepad, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the gamepad and a processing unit for receiving information transmitted from the holding part 2, wherein the holding part 2 is in communication connection with the processing unit; the hand-held part 2 simulates the specific stress condition sensed by a human in the virtual world by detecting the grip strength and enabling the hand feeling to receive the reaction force from the grip strength, the ring is fixedly connected with the positioning ring 1 through the connecting part 7, the hand-held part 2 is of an ellipsoidal structure matched with the size of a human palm, and the hand-held part 2 is provided with an operation button 8. The connecting parts 7 are four connecting rods which are respectively connected and fixed with the forefinger ring 3, the middle finger ring 4, the ring finger ring 5 and the little finger ring 6, and adjacent rings are fixedly connected.
Example two
A virtual reality gamepad comprises a positioning ring 1 for positioning a gamepad, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the gamepad and a processing unit for receiving information transmitted from the holding part 2, wherein the holding part 2 is in communication connection with the processing unit; the grip part 2 simulates a specific stress condition felt by a human in a virtual world by detecting the grip strength and enabling the hand feel to be subjected to a reaction force from the grip strength, the ring is fixedly connected with the positioning ring 1 through the connecting part 7, the grip part 2 is of an ellipsoidal structure which is adaptive to the size of a human palm, the grip part 2 is provided with an operation button 8, as shown in fig. 2, the positioning ring 1 is provided with a characteristic point 9 for sending a photoelectric signal to a positioning device, and the characteristic point 9 is an infrared characteristic point or an optical characteristic point; the lines of the electrical components in the grip part 2 are communicated with the electrical components in the positioning ring 1 through the connecting part 7.
EXAMPLE III
A virtual reality gamepad comprises a positioning ring 1 for positioning a gamepad, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the gamepad and a processing unit for receiving information transmitted from the holding part 2, wherein the holding part 2 is in communication connection with the processing unit; the utility model discloses a virtual world of holding portion 2 is held, the portion of gripping makes to feel and receives the reaction force that comes from the grip through detecting the grip size and come the simulation person to experience at virtual world's concrete atress situation, the ring passes through connecting portion 7 and holding ring 1 fixed connection, holding portion 2 is the ellipsoid column structure that suits with human palm size, be equipped with operating button 8 on the portion of gripping 2, connecting portion 7 is a connecting rod, fixed connection back is fixed with holding ring 1 through the connecting rod between the adjacent ring, the connecting rod also is the passageway of circuit element connecting wire simultaneously.
Example four
A virtual reality gamepad comprises a positioning ring 1 for positioning a gamepad, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the gamepad and a processing unit for receiving information transmitted from the holding part 2; the portion of gripping 2 makes the reaction force that feels that receives from the grip through detecting the grip size simultaneously come the anthropomorphic dummy man at the concrete atress situation that virtual world experienced, the ring passes through connecting portion 7 and holding ring 1 fixed connection, the portion of gripping 2 is the ellipsoid column structure that suits with human palm size, be equipped with operating button 8 on the portion of gripping 2, ring and connecting portion 7 are formed by hard material preparation, all be equipped with on every operating button 8 and prevent the mistake and touch the device, start the procedure of preventing the mistake and touching when need not press the button, prevent the influence that the mistake touched the button and brought.
EXAMPLE five
The virtual reality handle includes holding ring, connecting portion, ring and the portion of gripping interconnect to through connecting portion and holding ring interconnect. The positioning ring is provided with characteristic points which can be infrared characteristic points or optical characteristic points, and the positioning device judges the shape of the handle by identifying the positions of the characteristic points. The total number of the finger rings is 4, and the finger ring is mainly used for preventing the handle from falling off the hand when the finger ring is stretched into the finger ring, so that the requirement that four fingers except the thumb stretch into the finger ring is met respectively.
In order to ensure that the positioning ring does not unnecessarily shake when in use, the ring and the connecting part are made of hard materials which cannot shake. When five fingers are opened simultaneously, the positioning ring can not have great position change, and the game can be continued by re-holding the positioning ring, so that a user can conveniently operate the game which needs to open the fingers and hold the fingers frequently, such as baseball playing and the like. The holding part is connected with the finger ring, and five fingers hold the holding part when in use. The outer edge of the holding part can be sleeved with a buffer device, so that the holding comfort is improved. Corresponding buttons are arranged at positions corresponding to the fingers below the holding part, so that the fingers can operate conveniently. Meanwhile, the mistaken touch preventing device can be arranged corresponding to the button, the mistaken touch preventing program is started when the button is not required to be pressed, the influence caused by mistaken touch of the button is prevented, and the switch of the mistaken touch preventing device is arranged on the positioning ring or the remote operation equipment.
EXAMPLE six
A virtual reality gamepad comprises a positioning ring 1 for positioning a gamepad, a finger ring for fixing the positioning ring 1, a holding part 2 for operating the gamepad, and a processing unit for receiving information transmitted from the holding part 2; the finger rings comprise four finger rings, namely an index finger ring 3, a middle finger ring 4, a ring finger ring 5 and a little finger ring 6, the finger rings are fixedly connected with the positioning ring 1 through a connecting part 7, the holding part 2 is of an oval spherical structure which is adaptive to the size of a human palm, and the holding part 2 is provided with operating buttons 8 which are respectively corresponding to the index finger, the middle finger, the ring finger and the little finger; the processing unit is an integrated machine or a computer and is in wireless communication connection with the holding part 2, the holding part 2 and the holding part 2 can be composed of a grip dynamometer, the grip dynamometer can transmit the detected grip strength to the processing module of the handle in an electric signal mode, and then the processing module transmits the signal to the processing unit of the system (such as the processing unit of the computer or the integrated machine) in a wireless mode. By grasping and releasing the display with respect to the grasping and releasing actions. When a user holds an object in the virtual environment, the holding part detects that the holding power of the user is increased, so that a holding signal is transmitted to the processing unit, and the processing unit expresses the holding behavior in the virtual environment through images, sounds and the like. When the user releases the object held by the hand in the virtual environment, the holding part detects that the holding power of the user is reduced to be close to zero, so that a hand releasing signal is transmitted to the processing unit, and the processing unit expresses the hand releasing behavior in the virtual environment through images, sounds and the like. A typical example is: the actions of a baseball player catching and throwing a ball. The throwing action can be conveniently displayed through the handle. Meanwhile, the size of the grip strength can be detected, so that characteristic scenes corresponding to the size of the grip strength can be correspondingly given in a virtual scene, and certain scenes can be unlocked according to the size of the grip strength. For example, wrestling with a character (NPC or other player) in the virtual scene to determine win or loss, pulling a heavy door apart requires a corresponding grip to do so, etc.
A use method of a virtual reality gamepad comprises the following steps:
step one, a user makes specific actions according to a virtual environment: the user is in the virtual environment, the user applies force to the holding part due to the scene specifically appearing in the virtual environment, and meanwhile, the counterforce generated by the specific action of the user required to be made due to the specific virtual environment is transmitted to the hand, so that the user generates real stress experience generated by the corresponding action of the specific virtual scene;
and step two, the processing unit displays the stress state of the holding part, the holding part 2 transmits a holding signal generated by the user in the step one to the processing unit, and the processing unit expresses the behavior of loosing hands in a virtual environment through images and sounds.
A use method of a virtual reality gamepad is characterized in that: the holding part 2 transmits a signal of the strength of the holding power to the processing unit, and the processing unit unlocks the virtual scene corresponding to the strength according to the strength of the holding power.
A use method of a virtual reality gamepad is characterized in that:
the method comprises the following steps: the user makes a throwing motion according to the virtual environment: the user throws the holding part 2 due to the scene specifically appearing in the virtual environment, and the holding part 2 transmits the counterforce generated by throwing action of the user to the hand, so that the user generates real stress experience generated due to throwing action;
step two: the processing unit displays the stress state of the holding part 2, the holding part 2 transmits a holding signal generated by the user in the first step to the processing unit, and the processing unit expresses the hand loosening behavior in the virtual environment through images and sound
While the present invention has been described with reference to the embodiments shown in the drawings, the present invention is not limited to the embodiments, which are illustrative and not restrictive, and it will be apparent to those skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the invention as defined in the appended claims.

Claims (10)

1. A virtual reality gamepad, comprising: the device comprises a positioning ring (1) for positioning a handle, a finger ring for fixing the positioning ring (1) and a holding part (2) for operating the handle, wherein the holding part (2) is in communication connection with a processing unit; the utility model discloses a virtual world, including holding portion (2), make the portion of gripping (2) receive the reaction force that comes from the grip through the detection grip size simultaneously and simulate the specific atress situation that the people experienced in the virtual world, the ring passes through connecting portion (7) and holding ring (1) fixed connection, holding portion (2) are the ellipsoid-shaped structure that suits with human palm size, be equipped with operating button (8) on holding portion (2).
2. A virtual reality gamepad as defined in claim 1, wherein: the finger rings comprise four finger rings, wherein the four finger rings are respectively a forefinger ring (3), a middle finger ring (4), a ring finger ring (5) and a little finger ring (6).
3. A virtual reality gamepad as defined in claim 1, wherein: the processing unit is a virtual reality helmet with independent computing capability, and the virtual machine is in communication connection with a primary processing device built in the holding part (2).
4. A virtual reality gamepad as defined in claim 1, wherein: the processing unit is a computer.
5. A virtual reality gamepad as defined in claim 2, wherein: the connecting parts (7) are four connecting rods which are respectively connected and fixed with the forefinger ring (3), the middle finger ring (4), the ring finger ring (5) and the little finger ring (6); and adjacent finger rings are fixedly connected.
6. A virtual reality gamepad as defined in claim 1, wherein: the positioning ring (1) is provided with a characteristic point (9) for sending a photoelectric signal to the positioning device; the characteristic points (9) are infrared characteristic points or optical characteristic points.
7. A virtual reality gamepad as defined in claim 1, wherein: the circuit of the electric element in the holding part (2) passes through the connecting part (7) and is communicated with the electric element in the positioning ring (1); the connecting part (7) is a connecting rod, and the adjacent finger rings are fixedly connected and then fixed with the positioning ring (1) through the connecting rod.
8. A virtual reality gamepad as defined in claim 1, wherein: the ring and the connecting part (7) are both made of hard materials; and a buffer device used for buffering the stress of the holding part (2) is sleeved outside the holding part (2).
9. The use method of the virtual reality gamepad according to any one of claims 1 to 8, wherein the method comprises the following steps:
step one, a user makes specific actions according to a virtual environment: the user is in the virtual environment, the user applies force to the holding part (2) due to the scene specifically appearing in the virtual environment, and meanwhile, the counterforce generated by the specific action required to be performed by the user due to the specific virtual environment is transmitted to the hand, so that the user generates real stress experience generated by the corresponding action performed on the specific virtual scene;
and step two, the processing unit displays the stress state of the holding part (2), the holding part (2) transmits a holding signal generated by the user in the step one to the processing unit, and the processing unit expresses the behavior of loosing hands in a virtual environment through images and sounds.
10. The use method of the virtual reality gamepad according to any one of claims 1 to 8, wherein the method comprises the following steps:
the method comprises the following steps: the user makes a throwing motion according to the virtual environment: the user throws the holding part (2) due to a scene specifically appearing in the virtual environment, and the holding part (2) transmits a counterforce generated by throwing motion of the user to a hand, so that the user generates real stress experience generated due to throwing motion;
step two: the processing unit displays the stress state of the holding part (2), the holding part (2) transmits a holding signal generated by the user in the first step to the processing unit, and the processing unit expresses the behavior of loosing hands in a virtual environment through images and sounds.
CN201910202882.2A 2019-03-18 2019-03-18 Virtual reality gamepad and use method thereof Pending CN111701227A (en)

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Citations (8)

* Cited by examiner, † Cited by third party
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JPH11316646A (en) * 1998-05-01 1999-11-16 Nippon Telegr & Teleph Corp <Ntt> Virtual presence feeling method and system device
CN105117016A (en) * 2015-09-07 2015-12-02 众景视界(北京)科技有限公司 Interaction handle used in interaction control of virtual reality and augmented reality
CN106237612A (en) * 2016-07-25 2016-12-21 乐视控股(北京)有限公司 motion recognition system and method
CN106371604A (en) * 2016-09-18 2017-02-01 Tcl集团股份有限公司 Interactive control gloves, virtual reality system and application method of virtual reality system
US20170087456A1 (en) * 2015-09-24 2017-03-30 Ironburg Inventions Ltd. Games Controller
CN106648072A (en) * 2016-11-21 2017-05-10 深圳趣感科技有限公司 Motion recognition and control palm ring
CN207055915U (en) * 2017-06-07 2018-03-02 广州小鸡快跑网络科技有限公司 A kind of finger controlled nimble VR game consoles
CN207755757U (en) * 2017-12-29 2018-08-24 宿州环视数字科技有限公司 A kind of VR portable game handles

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11316646A (en) * 1998-05-01 1999-11-16 Nippon Telegr & Teleph Corp <Ntt> Virtual presence feeling method and system device
CN105117016A (en) * 2015-09-07 2015-12-02 众景视界(北京)科技有限公司 Interaction handle used in interaction control of virtual reality and augmented reality
US20170087456A1 (en) * 2015-09-24 2017-03-30 Ironburg Inventions Ltd. Games Controller
CN106237612A (en) * 2016-07-25 2016-12-21 乐视控股(北京)有限公司 motion recognition system and method
CN106371604A (en) * 2016-09-18 2017-02-01 Tcl集团股份有限公司 Interactive control gloves, virtual reality system and application method of virtual reality system
CN106648072A (en) * 2016-11-21 2017-05-10 深圳趣感科技有限公司 Motion recognition and control palm ring
CN207055915U (en) * 2017-06-07 2018-03-02 广州小鸡快跑网络科技有限公司 A kind of finger controlled nimble VR game consoles
CN207755757U (en) * 2017-12-29 2018-08-24 宿州环视数字科技有限公司 A kind of VR portable game handles

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