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CYBERHAND OVERVIEW
Cyberhand is a patent protected hand controller device who�s time has come. It�s ability to operate in today�s technological environment is almost unlimited. We would like you to consider the following.
With the advent of today�s high speed Personal computers that can operate three-dimensional and virtual reality software all types of new possibilities are open. Cyberhand with its ability to move in 26 possible directions become a necessity. The hardware currently used like joysticks and the mouse will become obsolete very quickly because of their inability to operate in 3d. The new game software and the internet will is moving into 3d and virtual reality. With 20 to 30% of the PC�s world wide used for games and 70& of PC�s connected to the internet the potential market for Cyberhand is unlimited.
Not only does Cyberhand fit the computer peripheral market, we feel it has great potential in other areas such as: industrial, medical, commercial, security, safety and military.
Because Cyberhand�s patent is not based on the electronics of the device but rather on the palm rest and position of the hand and fingers to manipulate the keys, Cyberhand can be used in other applications.
Industrial:
Most all heavy construction equipment based on hydraulics is controlled by joystick and foot pedals. These could easily be converted to using Cyberhand, by using electric over hydraulic which most machines already are equipped with. Any machine equipment or process that is controlled by equipment or process that is controlled by joystick, electrical keys etc that require prolonged usage are prime markets for Cyberhand.
MEDICAL:
It would be very easy to incorporate Cyberhand into wheelchairs that would only require finger movement to operate. Any surgery that is being done with joystick or similar devices can be done more accurately with Cyberhand. Because Cyberhand puts the hand at rest and supports wrist then only finger movement is required (Carpal tunnel disorder is virtually eliminated).
COMMERCIAL:
Cyberhand can control everything from remote submarine robot to flying a model aircraft. The value added possibilities are almost endless.
SECURITY AND SAFETY:
By adding palm-reading devices into the palm rest. Cyberhand becomes a security and safety device. Doors, gates and access to areas, machines and equipment would become impossible to operate without codes and proper palm scanned prints with Cyberhand. It should also be noted that by incorporating such devices into Cyberhand it could be re-patented and this process could continue for a long time.
MILITARY:
Fly by wire aircraft, remote controlled reconnaissance, armored vehicles submarines, and ships could all use this technology. With the above mentioned device (palm readers etc.) there could be no unauthorized use of any equipment equipped with Cyberhand.
Our accesment of Cyberhand shows that it has great potential beyond game playing and the Internet market, which in its self is staggering. This product with all of its value added capabilities, and its position as a base patent will provide the platform for a truly durable, a very profitable product.
This however is not the end of potential. You will note at the back of the booklet a legal assessment of possible infringement on Cyberhand patents. Being how that Cyberhand was first patented in 1987 and has not been brought forth as a product until now, there are companies producing product that are possibly infringing on Cyberhand. Legal counsel has suggested that this may be the case. However he is not a patent attorney and this should be explored further. If it should turn out to be the case then the possibilities of a large reward is there.
Cyberhand is a great project with enormous potential. With its mass market game playing ability and value added follow on line, this product could change the way that input devices interact with both people and machines. Unlike many new technologies that are here today and gone tomorrow, Cyberhand properly developed and marketed would be around for many years.
We appreciate your time in reading this booklet and look forward to discussing it with you or your group.
The mouse and joystick were introduced in about 1955. The world of computer graphics is graduating from a two dimensional world with the current introduction to a three dimensional world. The mouse and joystick are excellent pointing and control devices for the two dimensional world. Our new CYBERHAND is a three dimensional pointing device. It�s ergonomic design eliminates the stress which causes carpal tunnel disorder. CYBERHAND could easily accommodate a large circuit board so that mouse/joystick/keyboard functions could be emulated Cyberhand also provides a user with a fluidity of movement that eliminates adverse virtual reality motion effects (this has been a problem where all attempts to migrate applications to virtual reality have created a sort of motion sickness). Cyberhand is a US and Canadian patented hand movement controler device which obviates or mitigates the disadvantages associated with certain prior hand movement coordinators, such as, for example, the "joystick". In one aspect of the invention there is provided a hand movement controller for operation by a single hand and having a movable elevated palm supporting the fingers in such a position as to permit free movement of the fingers without undue hand or arm movement. In a preferred embodiment of the invention sufficient keys are provided to permit control of the three-dimensional movement and the moveable palm support is designed to have three dimensional topography to fit into the natural cavity formed in the palm of the hand when testing it on a flat surface. In an alternative embodiment of the invention a minimum number of keys are provided to enable two-dimensional control to be achieved using the hand controller.
The keys are positioned so as to be engaged by the fingertips with the hand in extended relative relaxed position without undue stretching of the fingers.
The major advantage of this structure is that the palm is supported and the fingers are free to pivot without requiring any movement or adjustment of the hand or arm. It requires only single left or right handed operation and can be used for a long of time without generating fatigue by users having different sized hands.
Projection justification of sales:
Three dimensional (virtual reality) games are just starting to hit the market, with no competent controller to satisfy their software.
More than 50% of all software sales are in the games and entertainment market. Many stores carry multiple types of joysticks to satisfy the game buyer�s requirements. Of the 500 million computers world-wide, 20% will probably be used at some point to play games, indicating a potential market of 100 million units. We feel that CYBERHAND could become the derive of choice for surfing a future three dimensional internet.
CYBERHAND PROJECT
Our project plan is base on two presumptions.
1. That computers will continue to develop.
2. That programs will concentrate on the natural development from a
2-Dimensional to 3-dimensional computing environment.
We see clues of this already. Where, companies are talking of a 3 dimensional Internet, where a person when shopping will be viewing a virtually reality 3-dimensional store. Items can be reviewed in 3-d. If you are traveling through a building and see an object, you will want to pick it up and rotate it in 3-d to see all sides of the object. Our Cyberhand has 26 directional options along with 3-d robotics features that allow a person to easily pick an item up, total it and put it down again. We know of no other 3-d controller on the market today and definitely no controller that has robotics features incorporated that can be easily activated and worked with on a daily basis.
As far as we know, our only competitor is the glove which allows you to pick things up in 3-d. But imagine holding your arms our and up in front of you all day. Even aerobic instructors would become easily fatigued with prolonged use.
Our project sales probably represent a fraction of what will be sold if our cyberhand is adopted by the games and Internet markets. It possible that sales of computers in 1999 will be more than 200 million systems. Approximately 70 percent of these computers will be on the Internet.
We can assume that the computer industry that the computer industry must develop 3-d imaging and virtual reality as a standard. The Internet is already changing to 3-d imaging in web pages.
The industry has one problem. No, competent 3-d controller. What product will fill this void? Why have other companies not created something to fill this void? The number one reason is our company has Canadian and US patents on Cyberhand. The US has trade agreements with almost every country in the world to respect their patents. However, continued patenting would be prudent.
If you would like to discuss our investment opportunity in Cyberhand,
Canscan Imaging Inc.
931-7th Ave., Box 2847, Fernie, B.C. V0B 1M0 CANADA
Phone: (250)423-7787 ... Fax: (250)423-4333
Email: [email protected]