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Patent 2992000 Summary

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(12) Patent Application: (11) CA 2992000
(54) English Title: REMOVABLE FINGER SOCK AND CUFF WEARABLE INPUT DEVICE AND SINGLE-MOTION INPUT METHOD
(54) French Title: CHAUSSE-DOIGT AMOVIBLE ET DISPOSITIF DE POSITIONNEMENT PORTABLE AU POIGNET ET METHODE DE POSITIONNEMENT EN UN MOUVEMENT
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
Abstracts

English Abstract


An input device worn on a single hand like a glove but with modifications
which allow the textile input sensors to be stretched away from the
fingers and attached to the wrist to allow for common uses of the hand
like handwashing. Connectors between adjacent fingers allow toggling
from character input, 2d pointer, 3d pointer and user modes. The
biggest improvement over traditional forms of text input is a concept
herein described as single-motion-input which eliminates the need for
modifier keys and allowing 7 different characters to be instantly accessed
from the same input region by differentiating very simple swipe gestures.
This allows an entire QWERTY keyboard to be accessed on a single hand.
Being designed to house a smartwatch on the inside of the wrist allows
for a very accessible means of mobile input


Claims

Note: Claims are shown in the official language in which they were submitted.


CLAIMS:
The claims being made are:
1. The physical embodiment of a hand garment which differs
from a glove in a manner that encloses ONLY the fingers in
touch sensor fabric, and the wrist and back of the hand in
other fabric, but NOT the palm thus allowing the finger
portion of the garment to be stretched away from the
wrist portion for the purposes of keeping the finger
portion at bay while making regular use of the hand.
2. A hand garment as described in claim 1 which has the
means to securely fasten a smartwatch so that it is viewed
from the INNER wrist portion of the garment.
3. A hand garment as described in claim 1 in which the
character array is inputted through a very critically unique
functionality of the garment herein described as single-
motion-input." This is achieved by having multiple
characters which are co-located in the same region. While
co-located characters have traditionally been toggled by

use of a modifier key such as a 'shift' key, a claim is made
on structuring an input device which allows all characters
and nearly all functions to be instantly accessed by single-
motion strikes to the same input region. For the purposes
of this claim, the term 'single-motion' is defined as one
very brief continuous motion with a single thumb as it
applies to instantly accessing a full QWERTY character
array. (Eg. Swipe up, swipe down, swipe left, swipe right,
swipe clockwise, swipe counter-clockwise, tap (but not
hold.))
4. A hand garment as described in Claim 1 which in addition
to instantly switching from a mode of character input to
one of 2d pointer input, (as in a touchpad/touchscreen)
can use varying combinations of a touching adjacent
fingers to also allow for use of a 3d pointer mode, which
would be used in coordination with Augmented reality and
virtual reality goggles to interact with a 3D field of view by
way of the pinky and ring finger having a connector which
transmits a binary datum to the microcontroller of the
garment allowing nearness and farness of the pointer to
be adjusted along a single coordinate axis by sliding the
thumb left or right on the inside of the middle finger while
the other two dimensions of space, (up and down) or (left
and right) of the pointer is determined by the index finger
itself creating a trajectory via a 3 axis gyroscope.

Description

Note: Descriptions are shown in the official language in which they were submitted.


Description
TECHNICAL FIELD
This invention relates to a wireless input device similar to a glove in shape
although with modifications which allow for more practicality in everyday use
than
previous similar glove based designs, as well as a detailed method of input
allowing a single swipe or tap to access all characters of a typing keyboard,
and
instant access to 2d pointers, 3d pointers, alternate modes and slider
controls all
from one hand.
BACKGROUND ART
There have been multiple attempts to design glove based input devices and
systems, with a wide variety of applications and functions, all with differing
limitations. While some of the applications appear useful in description, what
is
often underestimated is a full understanding of the constraints placed on the
everyday use of the hand when embodied in such a device as opposed to other
wearables. Compared to other bodily locations of wearable technology, our
hands
are constantly in motion and very often in physical contact with the world
around
us and to accommodate the hand with a wearable input device that provides a
mobile experience, deep considerations need to be taken with regard to
allowance
of everyday functioning of the hand aside from data input. Many previous ideas
may be suitable for temporary usage such as gaming, home appliances, medical
applications, or temporary desktop work. But to my knowledge, no previous
invention takes into consideration the level of frequency in which one needs
to
alter modes between various common styles of data input and everyday hand use
to
allow for a truly mobile input experience in the manner that will laid be out
in
future sections of this document.
Several examples of earlier designs of data gloves exist, whereby the input
system
requires two gloves to be fully functional. Requiring two hands for input is,
in
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itself, a limitation to everyday use and mobility, and there may be times when
it is
necessary to physically scratch an itchy area of the body during use, or
otherwise
make quick use of the hand without interrupting the flow of input. Also, in
coordinating with a handheld device, by the very definition of a handheld
device,
would require one hand free to hold the device. For this reason and the common
need for the use of one free hand, it should be clear that the best
compatibility of a
glove like input device designed for mobile functionality with everyday hand-
use
should allow full functionality to be accessed from a single hand only. This
is not
to say, that a consumer may not benefit from extra-functionality in a second
like
device on the other hand, but having the core of the most common input needs
accessible from one hand only, allows the wearer the most freedom to integrate
their device input needs with the need to interact physically with the world
around
them.
But single-hand full-functionality is only half of the picture. What is also
seemingly overlooked is the sheer frequency in which we need use of both hands
in everyday tasks creating the need to toggle between use of the data glove
and use
of both hands to accomplish other common tasks. This goes beyond the glove's
requirement to withstand everyday forces with the use of flexible touch sensor
fabrics. Not only are hands highly demanding in terms of frequency of varying
forces, stretches and bends, but also to exposure to wetness and/or dirtiness.
But
this also goes beyond simply being able to wash all, or a portion of the glove
in
regular wash cycles. There will be times in everyday life, when one must meet
these demands on a frequent basis by actually removing the glove such as the
need
to wash one's hands, go to the bathroom, the need to handle small objects
which
require greater dextral precision, the need for anything requiring the full
use of
physical touch sensation, the need to safeguard the sensors from a temporary
exposure to wet or dirty objects, etc. These events can occur many times
throughout the day.
What is needed is a wearable input device for the hand that allows the
convenience
of flexible touch sensors from a single hand without the limitations placed on
everyday hand use by the traditional structure of a glove.
Also, there are many examples of data glove designs which include the complex
transmittals of input and output, such as displays, lights, microphones,
speakers or
vibrations, or motion sensors for complex gesture recognition in the
embodiment
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of the glove. In terms of mobile practicality, this extra technology embedded
in the
hand is a feature that could be described as unnecessary double-function
inefficiency, which is inefficient to both user and industry and can lead to
poorer
performance of the input device as well an inefficiency in aggregate
production.
Since these added features can be accomplished better by devices such as
headphones/headsets, smartwatches, cellphones, and AR goggles optical
recognition, it generally makes less sense to double up those features on an
input
device on the hand.
The most complete and efficient human experience of input and output is to
separate the components of input and output such that each embodiment of input
and output exists in it's most responsive and/or accessible location. For
example,
the input of a camera, lights or other optical data is the most accessible
from
goggles as it is closest to the eye, but interacting with a multitude of
visual data is
most accessible from a hand garment that functions independent of location or
optical field. The output of personal audio is most responsive from headphones
as
it is closest to the ear, but interacting with the controls in a personal
manner are
most accessible from a hand garment that functions regardless of location. The
microphone is the most accessible when located close to the mouth, thus is
more
suitably located on a headset than on or near the hand. Displays are most
responsive through either AR Goggles, smart watch, mobile phones, tablets, lap
tops or desktops depending on the level of interaction with the display
required,
but interacting with those displays is better achieved by separating the input
of the
hand from the output of the display. This overcomes inefficiencies such as the
current highly ubiquitous case of a text pad taking up nearly half the display
of a
smartphone. There is also no need for haptic sensing in both a smart watch AND
a
data glove as all a haptic vibration needs to do to serve its purpose for
mobile
devices is to alert the user to a display for further interpretation. In
addition,
resource intensive processes are best left to the processing power of the
smart
phone, or in the case of audio or video more powerful microcontrollers in
audio or
video devices. The purpose of the input device enclosed over the hand as
relates to
the most efficient mobile input experience should be solely to detect the x
and y
electrode coordinates, processing the values at point of contact with the
local i/o
microcontrollers, then transmitting them for external processing so that the
simplest data possible can be delivered to other devices for via short-range
wireless
transmission.
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For the function that an input device best serves, subtlety can often be as
important as simplicity. In the field of augmented reality, the commonly
envisioned means of interacting with optical data is by way of hand gestures
that
are recognized by the optical sensors in the goggles. While this may be
desirable in
a more private location such in one's private residence, there are certainly
many
situations where one would want to interact with optical data in a subtler
form
whereby the hand need not be recognized by the goggles or even be exposed
visually at all to interact with optical objects. If, for example, someone is
standing
in a line-up at a grocery store wished to have access to an object or display
without
using a spectacle of hand gestures or lose their place in line, a subtler form
of
digital interaction with augmented reality needs to be employed. Generally
speaking, a mobile version of AR where people are interacting with the world
via
exposed hand gestures, is less likely to accommodate the mobile experience, or
in
the very least, is less desirable than being able to interact with the optical
data all
around them by more subtle means. Achieving this by tactile sensing means,
however, is merely an enhancement to AR, not a replacement of hand gesture
recognition. It does not in any way prevent those exposed hand gestures to be
interpreted by AR goggles, should the user choose that form of input, so long
as
the hand's basic shape and movements can be digitally recognized by optical
sensors. Having the option of subtle AR input, via tactile sensory input even
from
inside a coat pocket, which optical sensors in goggles do not accommodate,
would
add another layer of mobile device improvement. Even in the current scope of
mobile technology, the annoyance of the visibility of people interacting with
their
smart devices in public is often stated. So not only is a subtler form of
input needed
to interact with AR Goggles, but also may provide subtlety and convenience
with
the currently more common smart devices, such as the ability to activate a
headset
for incoming calls, or enter quick data into an app without the need to remove
the
phone from the pocket. While the convenience of interacting with a smartphone
without the need to physically retrieve the phone had previously been
accomplished with a smartwatch, the data which can be entered into the
smartwatch has previously been severely limited to predetermined phrases, such
as
"ok' or "can't talk right now." Having the ability to interact with smart
watch
displays with full text, a 2d pointer, and other forms of input, and
simultaneously
view such input on a smart watch display would greatly reduce the need to pull
out
a smartphone for many uses and add convenience to the mobile experience.
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What is required to make this all functional, and to improve upon the mobile
visions of the past is an input method that allows instant access to every
necessary
form of common device input, all from a single hand, that goes beyond the
previous broad descriptions of "input into a glove" to define a clear method
of
input, which is not only an improvement in accessibility for each previous
input
system of our most commonly used devices, but which does so with the least
possible interference of our everyday use of the hand.
Beyond this, it should be understood that while much of the previous designs
for
the embodiment of a data glove stem from the traditional design of gloves as
garments designed with a purpose of warming the hands, this traditional
embodiment of a glove in itself poses limitations with regard to accommodating
data input with everyday hand use. However, as the desired end of inputting
data
into the hand is very different from the desired end of keeping the hand warm,
the
designs for such embodiments should be best suited to their respective end.
That
being said, while a glove may keep the hand warm, there are distinct reasons
why
the traditional design of a glove as a garment needs to be altered to better
serve the
purpose of data input in a manner that allows a user to alternate frequently
between
data input on one hand and everyday use of both hands.
SUMMARY OF DICSLOSED INVENTION
A summary of the design of the apparatus and method of functionality which
addresses the problems outlined in the prior section of this document is
disclosed
below. It should be understood that this disclosure is presented merely to
offer an
understanding of the core functionality of the apparatus and method, as
relates to
its chief purpose, how it may be constructed, and the improvements over
traditional means of mobile or stationary input, but does not represent a
final
design with regard to attributes including but not limited to dimensions;
location or
size of connectors, components and or sensors; types of tactile sensors;
channel
routings to, from, or within the detachable circuitry and components
enclosure;
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material or combination of materials used; adhesives and stitching;
transmission
methods, power sources; character array arrangements, settings, functions,
modes,
or level of customization etc. as many of these attributes will often require
adjustments and improvements as the product is further developed and further
advances in technology become available.
PHYSICAL STRUCTURE
A wearable input device in the form of a novel garment worn on the hand, which
in
whole will henceforth be referred to simply as "garment" consists of a
combination
of flexible fabric and rigid fabric cut and formed in such a manner that the
four
fingers, but no portion of the thumb, nor the majority of the palm of the
hand, are
enclosed in a section of fabric henceforth referred to as "finger sock" which
contains electrode grids on the face, tips, and one side each finger that
provide
sensory input regions. One of the garment's defining functionalities, is that
the
finger sock can be stretched away from the cuff portion of the garment and
attached to cuff to provide it's wearer the means to easily alternate between
a
chosen mode of device input and regular hand use not pertaining to use of the
gat __ went.
The cuff is equipped with a hook and loop adhesive strips on the back of the
wrist,
or a similar functioning adhesive, pocket, or constraint, as well a means to
encase a
smart watch on the inner wrist portion of the cuff.
The purpose of structuring the inner wrist of the garment this way is to allow
a
separate smartwatch display to be fastened on the inner wrist to be a perfect
companion to a quick input system disclosed herein involving single motion
taps
or swipes of the bare thumb with the finger sock of the same hand while the
palm
faces the view of the wearer, thus allowing simultaneous view of input and
output.
This is not to limit the garment to this use, as it can be used to enhance
input/output coordination with other devices capable of receiving input data
wirelessly as well, but most definitely greatly expands the functionality and
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convenience of a smart watch, as current displays of smart watches are
typically
too small to allow full text interaction.
The purpose for the adhesive section on the back of the wrist is to act as a
temporary place holder for the finger sock portion of the garment such that
the
finger sock can be quickly and easily stretched away and removed from the
fingers
and temporarily attached to the cuff to temporarily allow for every day
functions of
the hand with no need to remove the garment from either the wrist or the
smartwatch and can be easily stretched back over the fingers when the wearer
wishes to return to use the garment as an input controller.
Input is achieved through a variety of modes that are altered by connectors
between the fingers sending a single binary datum to a detachable circuitry
and
components enclosure housed in a pocket on the backhand side of the garment
which henceforth may be referred to as "enclosure" or "detachable enclosure"
The enclosure houses several microcontrollers any of which may contain a
connector pin to receive the binary state of the datum of each connector
between
the tips of the fingers which uses the combination of these binary states to
determine the current mode. The end result of this structure is such that when
the
fingers are apart, the face of the finger cuff functions as a character
keyboard.
Alternatively, when all fingers excluding or including the minimus finger are
together, the face of the finger cuff functions as a trackpad. When only the
pinky
and ring finger are connected, (and brought to the palm for comfort of
functionality, though not necessary for the connected state) the index and
middle
finger perform functions as a novel 3D pointer method to be used in
coordination
with AR goggles, leaving several other finger combinations which can be used
for
functions including but not limited to extended modes; adding, removing or
altering device pairings; easy access to apps of paired devices; alternate
character
array; settings; and user's custom modes.
The current physical design which supports the electrical functioning's
compatibility with the demands of the use of the hand are such that a pocket
containing a detachable enclosure on the backhand of the garment is covered by
two flaps of adhesive fabric that pull in opposite directions. Pulling back
the first
flap from the pocket cover exposes the adhesive fabric flap which may be
attached
to yet another adhesive fabric counterpart on the wrist so as to keep the
finger sock
aside so that the hands may both be used for tasks relating to traditional,
non-
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garment related use of the hand. Alternate methods of performing this core
function may be employed with varying pockets, adhesives and/or constraints on
the cuff. After pulling back the first flap in one direction, instead of
attaching the
finger sock to the cuff, the user may wish to remove the second flap in the
opposite
direction of the first flapto access the detachable circuitry enclosure. The
purpose
of this structure is to allow more sensitive components to be detached and
removed
from the garment while the fabric portion of the garment is washed. Allowing
the
flap to detach in opposite directions makes the much more frequent case of
removing the top layer for every day temporary hand-use less ambiguous, and
provides better protection for the enclosure.
There are currently several options in the public domain for constructing or
licensing the use of tactile sensory, washable, stretchable fabric which can
be
hardwired to hardware components. While future development of the garment will
not be limited to any one style, placement or connection of flexible or touch
sensor fabric or other types of tactile sensors as a means of sensory input,
since the
novel cuff and finger sock design disclosed herein allows the core
functionality of
being able to stretch the finger sock off the fingers to be attached aside so
long as
any portion of the garment between the finger sock and cuff is flexible, using
some
form of flexible, stretchable tactile sensors at this time to accomplish the
end result
is likely the most viable option in terms of offering comfort in the finger
sock.
While the technology of flexible tactile sensory fabric is relatively new,
details on
how various forms of flexible textile based tactile sensors function is
currently in
the public domain.
In either event, the inner pocket of the garment is to contain a permanent
fixture of
water-resistant connectors which the conductive path from the touch sensor
regions
of the finger sock can be hardwired to which acts as a connection socket for
the
detachable enclosure.
Due to the nature of capacitance touch sensors' tendency to react to proximity
and
the close proximity of the fingers to input regions of other fingers, it is
likely that
resistive touch is the best option for tactile input into the finger sock,
though the
garment disclosed herein will not be limited to resistive touch as a means of
tactile
input should developments with other methods and techniques of tactile sensors
prove superior for the core functionality of this garment.
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There are several options with regard to routing the touch sensors to the
detachable
enclosure that take into consideration the need to prevent unintended pressure
interrupts or wear caused by bending of the finger placing pressure on
unintended
regions, which include but are not limited to various combinations and
routings of
conductive and resistive fabrics which correspond to desired and non-desired
pressure regions, varying thickness of substrates between x electrodes and y
electrodes according to such regions, allowing curved channels to accommodate
deformations away from undesired regions, and layering ribbons of channels
between insulated fabric layers to double up on non-input region circuitry
pathways to the enclosure. As durability tests require time to produce
empirical
results for the structure of a novel shaped garment that consists of less
surface area
than the traditional glove designs, alterations in routing may occur over time
to
improve upon results from such durability tests, though do not change the core
functionality of the garment.
The detachable enclosure includes but is not limited to a rechargeable power
module, a wireless transmission module, a flash memory module, a 3-axis
gyroscope, and any number of currently available microcontrollers which best
serve the function of processing tactile input coordinates to wirelessly
transmit the
raw data to the microprocessors of other devices for further interpretation
and
function. The purpose of the enclosure is to receive simple tactile input data
based
on coordinates of an x, y grid, or x,y,z grid, and wirelessly transmit values
to be
interpreted by drivers, apps, and operating systems of paired devices, as
often
accomplished by other current short range wireless transmission input devices.
The
exact placement, brand, or model of components within the enclosure, as well
as
the design of firmware and software/drivers may alter over the course of time
to
allow for developments and technological advances of available components,
coding methods, and paired devices. Considerations may allow the detachable
enclosure to function separately from the garment in compatibility with future
products of novel or non-novel design, though at this time, currently serves
the
function of receiving and transmitting values of the gai went disclosed
herein.
Over time, as skill levels of user input into the garment improve, certain
consideration will be taken with regard to the visual design of the finger
sock such
that an option exists to the consumer to obtain a garment having characters
and
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input regions printed on the hand according to the suggested default character
layout disclosed herein, as well as an option to have no printing on the hand
for
more experienced wearers.
Variations of the garment according to attributes including but not limited to
hand
size, right-hand or left-hand orientation, color, style, font, version, or
model, that
serve all the functions disclosed herein will be integrated into the design
process.
Over time, variations may develop with regard to aesthetic appeal, durability
and
extra functionality from extended application or additional sensors and
components
over and above the standard model disclosed herein to allow for the
availability of
either higher cost premium models, or standard product development.
INPUT METHOD
As a product such as the garment disclosed herein is introduced to the
consumer, it
will be necessary to include a default input system to accompany the product
by
way of device drivers within a software application which can be downloaded to
paired devices. While it goes without saying there should be an allowance for
some
user customization with regard to character layout, 2D or 3d pointer
preferences,
slider preferences, and other alternate mode settings, a default method of use
should be instantly available to the user upon first use of the product, so
that all
functioning is instantly available regardless of one's level of technical
expertise.
Furthermore, this default layout should allow for the most natural user
experience
possible.
SLIDERS
Located on the thumb-side of each finger are regions typically reserved for
single
coordinate sliders which can offer slider functions, such as volume control,
page
scrolling, zoom, brightness, and any one of several common functions which can
be adjusted with single coordinate variation, and the functions of these
sliders may
vary according to current mode. While the most common functionality of these
regions will exist along a single coordinate plane, the regions will not be
limited to
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single coordinates should two coordinates in this region prove useful in
future
application.
Input Logic For sliders:
Input logic for sliders is same as that of any common slider where a single
value
increases or decreases according to the current location of input based on
contact
point with slider, albeit only activated if the point of contact value changes
prior to
point of release by an amount exceeding a small buffer value to distinguish
between taps and holds that may occur in the same input region.
TEXTING MODE
[1] The following section describes a default character layout in compliance
with
the garment disclosed herein whereby an abundance of characters of a computer
keyboard, including all such characters found on standard QWERTY keyboard can
be accessed by single motion swipes or taps into the single hand garment
disclosed
in this document. While it may be necessary to use a CAPS input in successive
combination with letters to produce a single capital letter or series of
capital letters,
and other locking keys such as "control" and "fn" in successive combination to
enter traditional multi-key shortcuts, the default layout of the garment
simplifies
many traditional multi-key inputs. With this default layout, all of the
characters of
a standard Latin text/Arabic numeral keyboard layout which traditionally
required
the holding of a shift key, or switching keypads (in the case a smartphone)
including all the characters traditionally collocated with the number keys of
a
keyboard, the colon, question mark, all brackets, and mathematical operator
symbols, vertical line, and tilde can now each be inputted independently of
other
keys with a single motion.
[2] Such a method is achieved by positioning an array of characters such that
each
finger is divided into 4 segments, which are the three segments between the
joints
on the face of the fingers, and a tip region of each which extends partially
over the
finger nail area, for a total of sixteen touch sensor regions. Each region
further
allows for seven possible single contact motions within the same region to
produce input under this particular system which are as follows: 1) tap 2)
swipe-
left 3) swipe-right 4) swipe-up 5) swipe-down 6) rotate swipe clockwise 7)
rotate
swipe counter-clockwise.
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The aforementioned input variations apply only to motions that are instant, as
required to seamlessly produce characters in a texting mode, and do not
account
for holding or motions that may provide other functions.
[3] The placement of the characters of the default layout is based on
intelligent
design such to make input for common language as easy as possible by adhering
to
several basic categorizations which are as follows:
Letters:
-All Latin alphabet style letter characters which are consonants including Y
are
located on the face of the finger sock and are inputted by either swiping left
or
swiping right, and no other characters on the face of the finger sock are
inputted by
swiping left or swiping right.
-A different consonant is produced depending on whether the swipe is left or
the
swipe is right, aside from three less common consonants, q, x, and z which are
located on the minimus (pinky) finger and are only produced by swiping toward
the thumb side of the hand. Swiping away from the thumb side on the minimus
finger produces no letter or output of any kind.
-All letters and characters which are vowels excluding Y are located on and
near
the tips of the finger sock, excluding that of the minimus finger and are
produced
by either swiping left or right on any one of these three fingertips, or by
swiping
left or right continuously over either of the two possible combinations of two
of
these three fingertips.
-The same vowel is produced in any of the aforementioned regions whether the
region is swiped left or whether the region is swiped right.
The reasoning behind arranging the letters in this manner is based on the idea
that
languages which use the Latin alphabet generally produce vowels in greater
frequency than consonants as vowels occur in nearly every word. The ease of
flow
of input is often determined by which side of the finger the thumb lands on
before
the next letter is inputted. Thus, allowing vowels to be produced by swiping
either
direction means that vowels are always easy to access no matter which side of
the
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finger the thumb falls on after a consonant is inputted via left or right
swipe which
allows for a more seamless flow of texting.
This concept is carried further with regard to the placement of the consonants
on
the face of the finger sock and reasonable efforts are taken to maximize the
ease of
common compound consonants. For example, the letter S which can be followed
by the largest variation of consonants such as C, K, L, M, N, P, Q, T, W, and
Y is
produced by swiping in the opposite direction of these letters where possible,
with
the exceptions of T and K, which although either of these letters in
combination
with S require successive swipes in the same direction are located on the top
segments of the fingers with the S in the middle, the more common T on the
easily
accessible index and the less common K on the ring finger. (collocated with H,
R,
and C respectively, as well as with numbers and punctuation options)
Several further examples exist which apply this same reasoning for the default
letter placement to both common compound consonants, words and word parts
which is best illustrated in the default layout in the drawings and
descriptions.
While it is likely impossible to create an arrangement such that there are
never
somewhat more awkward letter combinations, efforts are created to minimize
this
occurrence as much as possible. Having all but the letters x, q, and z located
on the
first three fingers, greatly achieves this desired result, and basing a
character layout
on easily accessible common letter combinations, words, and word parts only
furthers this result.
The same principle is applied in this manner to the location of vowels, such
that
the most common vowel, "e," is produced by swiping on the more accessible
index
tip, with the least common vowel, "u," produced by swiping the less accessible
middle and ring fingertips together.
Clearly distinguishing between somewhat ambiguous vowel inputs and
combinations such as that which would seemingly occur from swiping the tip of
the index to produce an "e" immediately followed by a swipe of the middle
finger
to produce an "a," as may a occur in the word "dear" in which such successive
swipes could seemingly be interpreted as a swipe of both fingertips to produce
an
"o," is simply a matter of either using a less continuous motion or swiping
the tip
of the index one direction to produce the "e" and then swiping the tip of the
middle
CA 2992000 2019-03-25

finger the opposite direction to produce the "a."
While a complete detailed suggested default character layout is illustrated in
the
drawings and defined in their descriptions, the garment shall not be limited
to this
default character layout in the event that minor alterations or further
refinement is
necessary.
Numbers:
In addition to the suggested default character layout for letters, the input
regions of
numbers which are collocated within the same input regions of the letters,
follow
some basic rules which are as follows:
-Number digits 0 through 9 are produced by single taps on any of the 12 input
regions on the face of the finger sock which correspond to that digit, and no
other
characters are produced in these regions with taps, with the exception of the
asterisk and the octothorpe symbol.
The numbers currently are arranged in a manner similar to a standard telephone
key layout, with numbers 1 through 3 starting from the bottom of the index,
and
moving to the top the index, then with the numbers 4 through 6 continuing on
the
middle finger, and continuing on to the bottom row on the minimus finger
consisting of the asterisk, zero, and octothorpe respectively.
Sentence ending punctuation and comma:
Aside from the face of the finger sock, single taps are also used on the tips
of the
fingers to produce the three sentence ending punctuation marks; the period,
the
question mark, and exclamation mark, as well as to produce the comma. The more
common period and comma are currently located on the more easily accessed
index and middle fingertip respectively, while the less common question mark
and
exclamation mark are located on the ring fingertip and minimus fingertip
respectively.
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Other Punctuation:
The remaining punctuation characters and symbols of the default character
layout
are accessed from the input regions which are collocated with the input
regions for
numbers and letters, but require swiping up, swiping down, rotating clockwise,
or
rotating counter-clockwise to produce the character. An effort is made to
assign
mnemonic subcategories to punctuation marks such as placing all four bracket
types (including less than/greater than) on the top row of input sections,
(segments
on the face of the fingers closest to the fingertip) with all opening brackets
swiped
the same direction, and all closing brackets swiped the opposite of those
directions.
Further illustration of the remaining punctuation can be examined in the
drawings
and descriptions.
Space and Return
Creating a space between words, which is a highly common occurrence in the
flow
of text, is accomplished by the thumb tapping both the fingertip of the index,
and
the fingertip of the middle finger simultaneously. This does not effect the
mode
state caused by the connectors between these fingers attaching, as functions
in such
two finger modes require activation from the face of the finger.
The same above principle applies to the return key which is accessed by
tapping
both the fingertip of the middle finger and the fingertip of the ring finger
simultaneously.
Tab and Delete
At this time, the only non-character input in texting mode requiring rotating
swipes
are the tab key and the delete key which are collocated on the accessible face
of the
index finger nearest the fingertip. In a left-hand configuration, the tab
function is
produced by a clockwise rotating swipe in this region, while the delete
function is
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produced by an anti-clockwise swipe motion in the same region. (opposite for
right-hand configuration)
Locking regions:
As a user may find the garment useful for inputting traditional keystroke
combinations of modifier keys, such as holding down combinations of "control"
and/or "shift" to access extra functions from other keys, the garment achieves
this
with locking regions located on the row of input segments on the face of the
finger
sock at base of the finger adjacent to the palm. Any functions which require
the
holding down of modifier keys can be accomplished by the swiping up or down to
corresponding locking regions in, in sequential order of the keystroke
combination.
Details of the exact locations of locking keys can be examined in the drawings
and
descriptions.
Alternate Character Arrays
In addition to the characters commonly found on QWERTY/AZERTY/QZERTY
keyboards and the like, there also exists rarer characters not found on such
keyboards such as Greek letters and currency symbols, etc. which a wearer may
want to access from time to time. In addition, user preferences may allow the
ability to alter the default array, should the user decide this. Alternate
character
arrays, customization and other functions and settings can be accessed via
alternate
modes that modify the same input regions mentioned herein to allow access to
an
array of alternate characters, but comprises those characters over and above
those
normally found on a standard QWERTY/AZERTY/QZERTY layout. The alternate
character arrays in these modes may be customized through an app or apps to
add
further characters to accommodate user preferences.
Holding input regions in Texting Mode
Possibilities still exist for functions that can be accomplished by holding an
input
region while in texting mode, though no such holding relates to common
character
input such as to allow for swift input of common text
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Input Logic For Texting mode:
An example of a basic input logic for texting mode which corresponds to the
firmware and default input system included with the garment can be
demonstrated
with the following broad simplified Pseudo-Code which can be created with the
proper syntax of any number of common programming languages. The firmware
will by no means be limited to any one path of logic, but rather, this pseudo-
code is
only presented as an example model to demonstrate functionality.
Declare selfExplanatoryVariables //note: where x represents horizontal
coordinates
of an input region and y ¨ vertical coordinates; actual code would declare the
variables; Pseudocode for illustration purposes only
charafterInputRegionArray =(r 1
,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16)
characterInputMethodArray=(tap,swipeLeft,swipeRight, swipeUp, swipeDown,
swipeClockwise, swipeCounterclockwise)
While (connector 1 = not connected and connector 2 = not connected and
connector 3 = not connected,)
//Note: Connectors exist between the sides of fingers near the tip on the non-
input
region side
getUserInput (initialPointOfContact, pointofContact, point0fRelease (x)) of
(charafterInputRegionArray)
getUserInput (initialPointOfContact, pointOfContact, point0fRelease (y)) of
(charafterInputRegionArray)
while (pointOfContact==true) {
if (APointOfContact(x,y) < allowableBufferzoneForTaps) {
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characterInputMethodArray=tap}
elseIf (LpointOfContact(x) > LpointOfContact(y) and initialPointOfContact(x) >
point0fRelease(x)) characterInputMethodArray=swipeLeft}
/Note assures left swipe can be distinguished from up or down swipes for
swipes
that may occur on an angle
elseIf (LpointOfContact(x) > LpointOfContact(y) and pointOfContact(x) <
point0fRelease(x)) { characterInputMethodArray=swipeRight}
//Note assures right swipe can be distinguished from up or down swipes for
swipes
that may occur on an angle
elseff (IlpointOfContact(y) > ApointOfContact(x) and pointOfContact(y) >
point0fRelease(y)) { characterInputMethodArray=swipeUp}
//Note assures upward swipe can be distinguished from left or right swipes for
swipes that may occur on an angle
elseIf (ApointOfContact(y) > ApointOfContact(x) and pointOfContact(y) <
point0fRelease(y)) characterInputMethodArray=swipeDown}
//Note assures downward swipe can be distinguished from left or right swipes
for
swipes that may occur on an angle
function determineSwipeSequence ( x, y)
while (point of contact == true) {count measureTime;
if (x increases==true and x decreases == true) or (y increases ==true
and y decreases == true
//Note: if the duration of a swipe detects a direction change, check the
following conditions:
if (xIncrease/measureTime > xDecrease/measureTime and
pointOfContact(y)> initialPointOfContact(y) ) or
// Note: if x value increases before it decreases when the y value is
greater than initial contact or:
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(yIncrease/measureTime>yDecrease/measureTime and
pointOfContact(x) < initialPointofContact(x)) or
// Note: if y value increases before it decreases when the x value is
less than initial contact or:
(xDecrease/measureTime >xIncrease/measureTime and
pointOfContact(y)<initialPointofContact(y)) or
// Note: if x value decreases before it increases when the y value is
less than initial contact or:
(yDecrease/measureTime>yIncrease/measureTime and
point of contact(x)>initialPointOfContact(x))
// Note: if y value decreases before it increases when the x value is
greater than initial contact then
characterInputMethodArray¨rotateClockwise} 1
else characterIputMethodArrayrotateCounterClockwise
// Note: if within a swipe duration whereby a swipe direction
changes from left to right, up to down or vice versa, and any of the
above four conditions are satisfied a clockwise rotation is detected. In
all other scenarios where such a direction change happens, a counter-
clockwise rotation is detected
if (point0fRelease) --true (transmit characterInputMethodArray and
characterInputRegionArray) transmit values for external processing to
determine character assigned to output; reset values
The above pseudocode or any pseudocode in this document will not be compiled
to
any programming language due to variations in syntax and semantics.
Simplifications were made to illustrate the input logic pertaining to use of
the
closed device in a more apparent manner for the purposes of this document.
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2D POINTER MODE
When the states of the connectors between the fingers signal that the index,
middle,
and ring finger are together, the x and y coordinates are continually tracked
such to
provide the functions of a trackpad mode on the face of these fingers that can
move
a mouse pointer, scroll the screen, or draw on the display of a paired device
depending upon the configuration of the drivers with app included with the
garment, user preferences and the functioning of the app open on the device
which
receives such data. Generally speaking, smart phones that currently receive
such
tracking input within a web browser by way of swiping the touchscreen to
scroll
down web pages or taps to make selections to enter textboxes, do so without a
mouse pointer.
However, with regard to entering data in a similar fashion via the garment
disclosed herein, an ambiguity arises such that for the thumb to be tracked on
the
face of the finger sock such that this input data is processed as scrolling by
the
phone's processor, creates an undesired result since making an accurate
selection
of display coordinates with a tap on the finger sock with no pointer visible
becomes difficult. Conversely, if the phone processes the tracking of the
thumb on
CA 2992000 2019-03-25

the face of the finger sock as the moving of pointer on the display, then the
same
input region cannot be used for scrolling. This ambiguity is resolved simply
by
having the drivers of the app included with gaiinent interpret the tracking
coordinates of the thumb as moving a pointer visible on the display, and taps
on
the face of the finger sock to make selections at the pointer's coordinates.
This
allows scrolling to be accomplished with one coordinate sliders, either along
the
side of the index finger, or the tips, so long as the necessary fingers remain
together to stay in trackpad mode. Whichever of these sliders is configured to
receiving scrolling input, the other can be used for zoom. The face and side
of the
minimus still exists as a potential single coordinate modifier for rarer
sliding
functions if necessary, though most applications can be used effectively with
the
two previously mentioned sliders, and face of the trackpad alone. This
includes
access to extra screens accessed from the homepage of smartphones by swiping
up,
down, left or right from the homepages of smartphones displays. The bending of
fingers required to slide the thumb along the finger tips is irrelevant to
function as
the display is located on a different device.
Some available resistive tactile flexible fabric sensors are also capable of
measuring pressure, should the need arise to include pressure variating input
in
textile input regions to allow compatibility with pressure sensitive
touchscreens.
The same above tracking principles apply for tablet displays, should someone
wish
to interact with a tablet without holding it.
As for desktop displays and laptops, the same function for scrolling can
apply,
using either the side of the index or finger tips, with use of only one
slider, as zoom
is typically not accessed by the trackpad on such devices, which thus frees
these
input regions for actions such as right click or center click. It should also
be noted
that any input region on the garment acting as a single coordinate slider on
the
regions located on the sides of any of the fingers can also receive data
interpreted
as taps for functions independently of the function of the sliders.
2D pointer logic
2D pointer logic is a simple matter of tracking coordinates in the same manner
a
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wireless mouse or trackpad does, as is in common use today, so long as the
conditions connecter one=connected and connector two=connected are satisfied,
and then transmitting those coordinates for external real-time processing
3D POINTER MODE
While the current vision in the field of Augmented Reality (AR) appears to be
one
which recognizes input by way of gesture recognition via optical sensors in
the
goggles, the garment disclosed herein offers an alternative to this method
which is
not intended to be a replacement to these methods, but rather an enhancement.
When paired with AR Goggles, the distinctiveness of the shape and movement of
the hand should not prevent hand gestures from being interpreted by optical
sensors of the goggles while the garment is worn. What the garment offers as
an
enhancement is the ability to interact with visual objects viewed through the
goggles, by way of input that does not require the hand to be in the line of
sight of
goggles to function.
This means much 3d interaction can be accomplished with the hand positioned at
the comfort of one's side, or even in a coat pocket without interfering with
one's
field of vision or drawing attention to the hand gestures.
This is accomplished by way of a physically literal pointing gesture and
sliding
method while using the garment in 3d pointer mode (3D pointer mode occurs when
the ring finger and minimus finger are touching and preferably brought to the
palm) transmitting x, y, and z coordinates to the processors acting in
compliance
with the AR goggles such to display a graphical pointer in a 3d field viewable
through the goggles. The pointer may have the graphic appearance of a hand
icon
or any graphical representation which is recognizable as the appropriate
pointer
tool to the viewer according to the application in use. The 3-axis gyroscope
located
in the detachable enclosure on the garment's backside interprets the x and y
coordinates of the pointer based on the trajectory of an extended index
finger. It
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should be noted that it is not actually the angle of the finger that
determines this
trajectory but rather the angle of the enclosure on the back of the hand on 2
axes
through movement of the arm or wrist. The index finger can be thought of as
merely an extension serving the function not unlike sites on a rifle. That is
to say
that the linear orientation of an extended index helps line up the aim of the
pointer.
When two variable x coordinates and two variable y coordinates form a line
segment, and the respective angle of the line segment as measured by the
gyroscope and interpreted by the firmware are known, any third point may exist
along a linear trajectory which determines the x and y direction of the
pointer in
the field of vision of the goggles. Meanwhile, as the trajectory of the
extended
index finger determines the x and y direction of the pointer, having both
minimus
and ring finger brought to the palm, allows the visible side of the middle
finger to
function as a slider to adjust the z coordinates. In other words, an object is
located
in two dimensions by pointing at it, while the nearness or farness of the 3D
pointer
is adjusted with the aforementioned slider control.
It should also be noted that it is only 2 of the 3 axes of the gyroscope that
perform
the aforementioned functions. When the trajectory extended from the fingertip
adjusts two axes as demonstrated by either waving the finger side to side or
waving
the finger up and down, the z coordinate of the pointer is adjusted according
to
nearness and farness, while the z coordinate of the gyroscope itself is
determined
by rotating the wrist. This third axes of the gyroscope is only used in
compliance
with alternate trajectories, not to determine the z coordinates of a given
trajectory.
As the motion of the wrist and arm are limited, while AR goggles' field of
vision
can potentially be 360 degrees on two axes, there will thus be a need to shift
between 4 possible trajectories per axis (6 total, left, right, up, down,
forward,
back) extending from the gyroscope each preferably within 45 degrees of each
other, in order to access a trajectory toward objects existing in any field of
vision.
These trajectory shifts can easily be accessed by input options on the face of
the
finger. The current default method for adjusting the trajectory is to dedicate
a
swiping motion on a segment of the face of the middle finger to either
shifting 45
degrees left, shifting 45 degrees right, or shifting 45 degree ups or 45
degrees
down, depending on the direction of the swipe. (Naturally, any two successive
swipes in the same direction reverses the trajectory of the pointer to point
the
opposite direction.) This is where the third axis of the 3 axes gyroscope
performs.
If for example a trajectory extends out directly from the fingertip, pointing
straight
CA 2992000 2019-03-25

forward and the user rotates his wrist, the trajectory extending forward does
not
change due to this rotating. However, if the user shifts the trajectory 45
degrees to
the left, or 45 degrees to his right, the trajectory now shifts
perpendicularly, and
extends from the user's side. In this orientation, rotating the wrist will
change the
trajectory causing it either to point more upward or more downward. Therefore,
a
third axis of the gyroscope needs interpreting in this scenario. Any two of
three
axes will be in use at one time, and vary according to the trajectory's
current
orientation.
Besides 45 degree trajectory shifts, options such as clockwise or counter-
clockwise
rotating swipe motions on any of the three sections of the face of the middle
finger
can be made available to fine tune either x, y, or z coordinates respectively
when
more precise directions of trajectory are required.
Device Drivers and Application for 3D pointer mode
The device drivers for texting modes and 2D pointer modes can be configured to
run with traditional displays in the same manner as wireless keyboards or
mice/trackpads have traditionally interacted with predetemined display
coordinates
and character arrays, replacing the function of mouse and keyboard, albeit,
having
the connector's binary state between the garment's finger determining whether
local microprocessors interpret the garment's functions as a mouse/trackpad or
as a
keypad/keyboard.
With being interpreted as a 3D pointer, however, extra programming needs to be
included in a readily available app for any such device which typically relies
on
hand gestures to interact with 3D objects such that a graphical 3d pointer is
produced.
The app simply provides a graphical pointer in the shape of a hand or other
pointer
CA 2992000 2019-03-25

tool that can exist in a 3d field which corresponds to the coordinates as
delivered
by the garment. The pointer's visible location and ability to interact with
objects is
simply based on geometry, whereby size or angle of the 3D pointer graphically
changes based on a mathematical interpretation of the location of x, y, and z
coordinates location within a viewer's height, width, and depth of field. The
garment itself, still does nothing more than transmit x, y, and z coordinates
as
determined by the firmware and gyroscope within the enclosure of the garment,
and it is the app downloaded to the memory of the goggles which determine the
graphical animation of the pointer, and it is the drivers included with such
an app
which adds a third coordinate to traditional trackpad functioning with regard
to
tracking coordinates of a 3D pointer mode of the garment. Aside from this, it
is the
laser mapping from the goggle's lens', and object creation in conjunction with
the
goggle's operating system which determines the pointer's interaction with real
or
augmented objects.
In essence, the graphical hand version of the pointer functions as the user's
real
hand would be otherwise recognized by the optical sensors of the AR Goggles to
interpret gestures. However, the gestures of the graphical pointer which mimic
the
gestures of hand are not inputted by making like gestures of the hand enclosed
in
the garment, which would require motion detectors in the garment, but rather,
these
gestures' functions are inputted by the variety of subtle tapping and swiping
options available via accessible input regions in 3D pointer mode. It should
be
noted that it is not the optical sensors of the goggles which interpret the
gestures of
the graphical hand pointer, but rather, the location of the coordinates and
direct
function of the input method.
One of these input method options must necessarily be able to instantly access
a
field of text input, by corresponding to whatever gesture allows this within a
given
goggle's operating system, and application, such that when the fingers within
the
garment become apart, texting mode is instantly accessed from the finger sock
and
text and can be inputted and displayed in the text field of the goggles. In
addition,
putting the fingers together should also access 2d mode which can interact as
a
traditional 2d pointer with any 2 dimensional displays processed as augmented
objects from the view of the lens.
CA 2992000 2019-03-25

INPUT LOGIC FOR 3D POINTER MODE
An example of a basic input logic for 3D pointer mode which corresponds to the
firmware and default input system included with the garment can be
demonstrated
with the following broad simplified Pseudo-Code which can be created with the
proper syntax of any number of common programming languages. The firmware
will by no means be limited to any one path of logic, but rather, this is only
presented as an example model to demonstrate functionality.
-Declare self-explanatory variables
While (connector 1 = not connected and connector 2 = not connected and
connector 3 = connected,) 13DpointerMode =true;
//Note: Connectors exist between the sides of fingers near the tip on the non-
input
region side
Find xl,y1 and x2,y2 of gyroscope (axes(a)) to calculate x3,y3 (a) which =
coordinate x. Find xlyl and xl y2 of gyroscope(axes( b)) to calculate x3,y3
(b)
which = coordinate y. If point of thumb contact does not equal point of
release
(outside allowable bufferzone to distinguish from taps) on input region(side
of
middle finger), declare A point of contact = A (sm)coordinate z where s =
sensitivy of z slider and m = multiple of 1 or -1 to determine whether slider
value
increases or decreases
while currentMode = 3dPointerMode, if (input region(trajectory shift) = swipe
(left,right,up,down) alter variables a and/or b such that the gyroscope uses
any
two of three axes which correspond to the trajectory shift(left,right, up,
down), and
use a multiplier of 1 or -1 on x on horizontal axis or y on vertical axis to
determine
the polar direction from which the pointer extends from the hand
CA 2992000 2019-03-25

transmit current x, y and z coordinates for real time processing
Note: The above pseudocode or any pseudocode in this document will not be
compiled to any programming language due to variations in syntax and
semantics.
Simplifications were made to illustrate the input logic pertaining to use of
the
closed device in a more apparent manner for the purposes of this document.
OTHER USER MODES
The 3 single connectors between the fingertips of the garment offer potential
for
different user modes which are as follows, (1 variation of all fingers apart,
1
variation of all fingers together, 2 variations of three fingers together, 3
variations
of 2 fingers together, and 1 variation of 2 sets of two fingers together for a
total of
possible user modes of which 3 have been disclosed as part of the devices core
functionaility.
Another mode, whereby only the index and middle finger are connected will be
used for those functions which are most common with regard to input use,
including access to the homepage of a paired device, selecting paired device,
user
settings, and app selections, etc. While these 4 modes make up the core
functionality of the device and method disclosed herein, the garment will at
no
time be limited to these four modes, as the option still exists to expand
functionality via the other possible modes as the product develops.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 Palm side up view of the garment disclosed herein. Element 101 shows
each finger divided into 3 input regions. Element 102 shows slits as a method
which may house a smart watch.
FIG. 2 Palm side down view of the garment disclosed herein. Element 201
illustrates that there are input regions on and around the tip over and above
what is
Shown in fig 1. Element 203 shows where hardware such as microcontroller,
bluetooth module, etc connects the necessary multiplexors and demultiplexors
to
flexible sensor fabric to allow input to be transmitted to a device. Size may
vary to
accomodate varying shapes of potential microcontroller boards. No claims are
made on the circuitry itself, but is based on common i/o methods.
CA 2992000 2019-03-25

FIG. 3 Illustrates a 6 step procedure for removing the finger sock to keep it
at bay
for normal uses of the hand such as handwashing.
FIG. 4 405 is either the hook or loop adhesive that attaches to the hook or
loop
adhesive of 406 as an intial layer to enclose the removable hardware
enclosure,
while 402 attaches to 401 to provide a second layer of protection. 403
represents
half of adhesive necesarry to keep the data input section of the garment at
bay for
uses such as handwashing.
Fig 5. Shows a closeup of a single input region which is located one portion
of the
finger and how single motion insput is achieved 501 shows a plus sign which
would be inputted by a single swipe upward. 505 shows an equal sign which
would
be inputted by a single swipe downwards. 506 and 503, shows the letters 'G'
and
'N' which are imputted by swiping left or right, respectfully. 507 and 502
shows
the "g" symbol and the "$" symbol which are inputted by a single rotation
motion
counter clockwise, or clockwise respectfully. 504 shows the number "5" which
would be inputted by a single tap. This could be a design imrpinted into touch
sensor fabric with enough resolution to allow the microcontroller in the
enclosure
to decipher between the aforementioned movements.
Fig 6 Fig 6 shows all the characters which are not visible in Fig 1. The very
frequently use space character and return function are achived by swioing
across
two finger tips. And vowels, which are also common inputs are achieved by
swiping either a single finger tip, or two finger tips for the less common
vowels.
To allow for better flow, the same vowels are inputted no matter which
direction
they are swiped, as the thumbmay need to access a vowel from a different
direction
depending on which consanant is inputted hence the side of a finger the thumb
ends up after a swipe. Though there are many cases of double consanants, much
effort has been considered to have minimal consecutive swipes in the same
direction, as alternating left to right allows for the best text flow.
Fig 7 Gives a basic illustration of 3d pointer mode with two toggleable
trajectories.
One that is straightword, and one that is 90 degrees to the left. The thumb
slides
left to right on the middex finbger to adjust nearness and farness of the
pointer.
Fig 8. This paicture shows 4 possible modes of input. In the top left, when
fingers
are separated, a connector at the side of the fingers sends a binary condition
to the
microcontroller indicating the garment is in text input mode. In the top
right,
fingers being together indicates touchpad mode, for on single field of xy
coordinates, to act in the manner that a mouse or touchpad/touchscreen would.
CA 2992000 2019-03-25

When all fingers are together, the side of the index allows scrolling input
along a
single coordinate plane. In the bottom left, 3d pointer mode is activated by a
connector between the the ring finger and pinky finger. The bottom reveals how
collecting any combination of 2 or 3 fingers allows for altrnate modes.
Fig 9 shows how slider input on the sides of the fingers add extra
functionality for
things like volume or scrolling.
CLAIMS:
The claims being made are:
1. The physical embodiment of a hand garment which differs
from a glove in a manner that encloses ONLY the fingers in
touch sensor fabric, and the wrist and back of the hand in
other fabric, but NOT the palm thus allowing the finger
portion of the garment to be stretched away from the
wrist portion for the purposes of keeping the finger
portion at bay while making regular use of the hand.
2. A hand garment as described in claim 1 which has the
means to securely fasten a smartwatch so that it is viewed
from the INNER wrist portion of the garment.
3. A hand garment as described in claim 1 in which the
character array is inputted through a very critically unique
functionality of the garment herein described as single-
motion-input." This is achieved by having multiple
characters which are co-located in the same region. While
co-located characters have traditionally been toggled by
CA 2992000 2019-03-25

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Inactive: Dead - No reply to s.86(2) Rules requisition 2022-03-09
Application Not Reinstated by Deadline 2022-03-09
Letter Sent 2022-01-17
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2021-07-19
Deemed Abandoned - Failure to Respond to an Examiner's Requisition 2021-03-09
Letter Sent 2021-01-18
Examiner's Report 2020-11-09
Inactive: Report - No QC 2020-10-29
Maintenance Fee Payment Determined Compliant 2020-03-12
Inactive: Reply received: MF + late fee 2020-02-28
Letter Sent 2020-01-16
Common Representative Appointed 2019-10-30
Common Representative Appointed 2019-10-30
Application Published (Open to Public Inspection) 2019-07-16
Inactive: Cover page published 2019-07-15
Letter Sent 2019-03-27
All Requirements for Examination Determined Compliant 2019-03-25
Request for Examination Requirements Determined Compliant 2019-03-25
Inactive: Adhoc Request Documented 2019-03-25
Request for Examination Received 2019-03-25
Inactive: Correspondence - Formalities 2019-03-25
Amendment Received - Voluntary Amendment 2019-03-25
Inactive: IPC assigned 2018-03-15
Inactive: IPC assigned 2018-02-09
Inactive: First IPC assigned 2018-02-09
Inactive: IPC assigned 2018-02-09
Inactive: Office letter 2018-01-26
Inactive: Filing certificate - No RFE (bilingual) 2018-01-26
Reinstatement Requirements Deemed Compliant for All Abandonment Reasons 2018-01-26
Application Received - Regular National 2018-01-23
Small Entity Declaration Determined Compliant 2018-01-16

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-07-19
2021-03-09

Maintenance Fee

The last payment was received on 2020-02-28

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
Application fee - small 2018-01-16
Request for examination - small 2019-03-25
Late fee (ss. 27.1(2) of the Act) 2020-02-28 2020-02-28
MF (application, 2nd anniv.) - small 02 2020-01-16 2020-02-28
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SETH WUDEL
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Drawings 2018-01-15 9 1,028
Description 2018-01-15 28 1,464
Drawings 2019-03-24 9 1,284
Description 2019-03-24 29 1,570
Claims 2019-03-24 1 39
Abstract 2019-03-24 1 26
Claims 2019-03-24 2 73
Representative drawing 2019-06-11 1 64
Filing Certificate 2018-01-25 1 217
Acknowledgement of Request for Examination 2019-03-26 1 174
Notice: Maintenance Fee Reminder 2019-10-16 1 127
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2020-02-26 1 535
Courtesy - Acknowledgement of Payment of Maintenance Fee and Late Fee 2020-03-11 1 433
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2021-02-28 1 538
Courtesy - Abandonment Letter (R86(2)) 2021-05-03 1 551
Courtesy - Abandonment Letter (Maintenance Fee) 2021-08-08 1 551
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2022-02-27 1 562
Courtesy Letter 2018-01-25 2 73
Courtesy - Office Letter 2018-01-25 1 56
Request for examination / Amendment / response to report 2019-03-24 41 3,037
Correspondence related to formalities 2019-03-24 9 281
Maintenance fee + late fee 2020-02-27 3 52
Examiner requisition 2020-11-08 8 375