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Sensorial XR is a universal size product (Size 9 – M/L). It is manufactured using top-notch antibacterial & fireproof lycra, which is very stretchable and fits almost all hand sizes.

Thanks to the 10 LRA, users can get realistic tactile simulations through vibrations. We use 205Hz as stimuli frequency which ensures a good compromise between comfortability and realism of sensations for users.

No, they do not. Nevertheless, our haptic technology can simulate pressure sensations (Haptic illusions).

Haptics: Ten independent programmable Low-Latency LRA Actuators (vibrotactile motors)

Motion capture: Seven 9-AXIS IMU inside the glove: x2 in the thumb, x1 in the back of the hand, x1 in the rest of the fingers

Smart Controller: 4 independent programmable zones to configure any combination of gestures / actions with hand’s poses.

All degrees of freedom gathered by IMUs, timestamps for haptics and gestures, absolute and local rotations, and positions.

Not at the moment in a mechanical way. Some attempts have been made to add force feedback to a glove, but none of them provide a satisfactory sensation outside of a very specific scenario. For instance, Dexmo had mechanical actuators on two fingers that retain them, but this is only useful to grab something in a virtual scenario. You cannot feel resistance when hitting a virtual wall with your hand, or the weight of a basketball with it.
Adding force feedback is currently unapproachable, as it needs bulky, uncomfortable and expensive physical structures. This is why our approach sticks with tactile feedback, as it can be used to simulate a number of different magnitudes.

For your brain this sensation is the result of combining the visual experience of seeing your hands interacting with virtual objects and the haptic feedback produced by Avatar VR actuators. We produce haptic sensations through vibrations, and they are conveniently modulated taking into account different factors. To simulate the weight of a ball, these factors would be the vertical movement of the hand and the force required, the mass and speed of the ball displacement, etc. The result of the sensation transmitted by the actuators on your skin together with your perception of the ball on your hand makes the trick. You don’t feel the weight in the same way than in real life, but you will be able to compare different virtual objects’ weight. It’s just a realistic perceptual illusion.

For battery calibration, before using the device, you must perform a first full charge with a less than 500mA charger or, failing that, via USB cable connected to your computer. This process can last, at least, 2:30 hours.

If you are having issues with the Bluetooth connection on your computer, we recommend the use of a Bluetooth USB Dongle. The best one we found to interact with our technology is ASUS USB-BT-500 (BLE 5.0). 

To avoid interference, we recommend using the Bluetooth dongle through a USB extension cable, so that the Bluetooth dongle is as far away from any electronic device and it’s in direct sight from the Sensorial XR gloves.

We are working hard on this and we will provide basic compatibility with existent titles thanks to OpenVR. Now, we only have our own experiences and a Port for NVIDIA’s Funhouse. But of course, you can develop what you can imagine, and it will work out of the box.

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