One of our group members had previous interest in how a virtual reality environment could be implemented using Unreal Engine and Blender. We saw this final project as an opportunity to take this interest to the next level.
Our concept is similar to Motion Capture (Mo-Cap) technology, that’s commonly used for video game developing, to make to movement of players as life-like as possible. Mo-Cap records the orientation of objects in a way that they can manipulated to derive a variety of different motions. For our Cyber-Hand, we used flex sensors along the fingers as an alternative. Instead of recording the orientation of the joints and fingers visually (like mo-cap would), we are able to use these sensors as a means of recognizing a change of resistance and it’s inversely proportionate change in output voltage, so we can then translate it to an input for the Unreal Engine to reflect the range of motion in the hand to the virtual hand we generated with the Unreal and Blender software.