Haptic VR Systems

The UnlimitedHandLite Controller and FirstVR Create Ultra-Immersive Experiences

The UnlimitedHand haptic wearable controller was first introduced a few years ago and since that
time, the prototype has been refined to introduce the UnlimitedHandLite, which is compatible with the FirstVR virtual reality goggles. Together, these two VR devices seamlessly immerse a person in a simulated environment, making it possible for their hands to be used intuitively as controls.

The new design of the UnlimitedHandLite takes the form of a wristband that is powered by internal optical active sensing, making it useful for everything from VR shooter games to AR cooking experiences. H2L describes that this device is the first of its kind in the world that uses a muscle displacement controller for VR play.

As it stands, the FirstVR virtual reality headset and the UnlimitedHandLite controller set is compatible with two apps, but H2L is encouraging developers to create more apps for the system.

Haptic Wearables
Developing haptic wearables for virtual and augmented reality experiences opens up opportunities for intuitive control and immersive environments.
Muscle Displacement Controls
The use of muscle displacement controllers for VR play creates a new frontier in virtual reality gaming experiences.
New VR/AR Compatible Apps
The compatibility of VR and AR devices with new apps presents challenges and opportunities for developers to create unique experiences.

Industries Being Reshaped

Gaming
Haptic wearables and muscle displacement controls provide gamers with a new level of intuitive control in virtual reality gaming.
Education
Haptic wearables and VR/AR experiences offer new opportunities for immersive education and training exercises.
Healthcare
Haptic wearables provide a new opportunity for doctors and patients to remotely control medical devices, revolutionizing telemedicine.
SCORE
2.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 16%
Activity 45%
Freshness 8%