Augmented Reality Gloves

T(ether) Allows People to Collaborate in a Virtual Space

As the virtual and real worlds become further connected, pieces like T(ether) are making the transition increasingly plausible. T(ether) is an augmented reality glove that allows wearers to create virtual dimensions on their devices using basic hand gestures.

The technology allows users to manipulate, create and shape virtual environments by dragging, dropping and pinching 3D objects. T(ether) can also be used by multiple people, allowing companies to collaborate in a singular space at once. Motion cameras track the position of the user's hands in relation to the space, translating this reality onto the virtual model. T(ether) also provides a more aesthetic purpose to iPad users by eliminating the possibility of unsightly fingerprints.

With companies becoming increasingly team-oriented, inventions like T(ether) bring the possibility of effortless collaboration to reality.

Connected Virtual and Real Worlds
Innovative ways to connect virtual and real worlds for a seamless interaction experience.
Augmented Reality Wearable Technology
Advancements in wearable technology that allow users to interact with virtual objects with hand gestures.
Collaborative Virtual Environments
Tools that enable multiple users to collaborate and interact in a virtual environment in real-time.

Where This Applies

Technology
Opportunities for tech companies to create more sophisticated wearable devices, software, and motion trackers that enhance virtual and real-world interactions.
Design
Creative and aesthetic applications of augmented reality technologies like T(ether) in interior design, gaming, and product development.
Remote Teamwork
Innovative ways for teams in different locations to collaborate in a shared virtual space, enabling more innovative and efficient remote work.
SCORE
2.8 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 16%
Activity 59%
Freshness 8%