Project description
A novel virtual reality solution beats the competition hands down
The hands are instrumental in the way humans interact with each other and with tools and machines. Their highly accurate ability to sense what they are grasping or manipulating, adjust in real time and move objects through space is unparalleled in other organisms. Together with the wrist, the human hand has 27 bones, 27 joints, 34 muscles and over 100 ligaments and tendons, not to mention the nerve and blood supply needed to accomplish complicated tasks. Therefore, modelling it realistically is no easy feat. The EU-funded VirtualGrasp project has achieved it and is currently preparing its virtual hand–object platform for market. The virtual reality environment leverages software that analyses any virtual object and enables unprecedented realistic real-time hand animation and hand–object interaction. In addition to providing the virtual reality industry with a huge boost, the new platform will be invaluable to fields ranging from gaming to rehabilitation.
Objective
Gleechi was founded in 2014 by Dan Song (a PhD in biomedical engineering), Kai Hübner (a PhD in computer science & robotics) & Jakob Way (a successful serial entrepreneur), building up on 8+ years of advanced research at Swedish Royal Institute of Technology (KTH) in enabling robots to use their manipulators more efficiently.
Gleechi develops VirtualGrasp – the first and only standard software solution that creates realistic real-time hand animation & hand-to-object interaction in virtual environments.
With predictive & adaptive machine learning algorithms that analyze the physical properties of a virtual object, decipher the most appropriate and realistic grip formation for the hand model and snap to that position, VirtualGrasp will enable immersion and presence in virtual reality not attainable by current ad-hoc methods, such as pre-animation.
The global market for virtual reality software is forecasted to reach €32.8bn by 2025 (with videogames, healthcare and manufacturing being the largest segments). Providing a crucial enabling technology for interaction with objects in virtual space, Gleechi aims to address three lucrative market segments: 3D videogames, training in manufacturing and stroke rehabilitation, and grow to €90m+ in revenues and 200+ employees by 2025.
Gleechi has been awarded Super Startup of 2015 by Veckans Affärer and is supported by several Swedish Innovation clusters, including STING, VINNOVA, KTH Innovation, EIT ICT Labs, and ALMI. Gleechi was listed as one of the hottest tech startups in Sweden 2018. In 2016 VirtualGrasp was listed as one of the 5 Swedish innovations that “could change your life”. Gleechi’s customers and partners include HTC, CEA, ABB, Intel, Karolinska Institutet and others.
We are currently running a Phase 2 project, and are requesting additional €490,000 of grant to industrialize our solution for robotics & €5.4m of equity to commercialize across 4 segments.
Fields of science (EuroSciVoc)
CORDIS classifies projects with EuroSciVoc, a multilingual taxonomy of fields of science, through a semi-automatic process based on NLP techniques. See: The European Science Vocabulary.
CORDIS classifies projects with EuroSciVoc, a multilingual taxonomy of fields of science, through a semi-automatic process based on NLP techniques. See: The European Science Vocabulary.
- medical and health sciences medical biotechnology
- engineering and technology electrical engineering, electronic engineering, information engineering electronic engineering robotics
- natural sciences computer and information sciences software software applications virtual reality
- natural sciences computer and information sciences artificial intelligence machine learning
- natural sciences computer and information sciences software software applications video games
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Programme(s)
Multi-annual funding programmes that define the EU’s priorities for research and innovation.
Multi-annual funding programmes that define the EU’s priorities for research and innovation.
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H2020-EU.2.3. - INDUSTRIAL LEADERSHIP - Innovation In SMEs
MAIN PROGRAMME
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H2020-EU.3. - PRIORITY 'Societal challenges
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H2020-EU.2.1. - INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies
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Topic(s)
Calls for proposals are divided into topics. A topic defines a specific subject or area for which applicants can submit proposals. The description of a topic comprises its specific scope and the expected impact of the funded project.
Calls for proposals are divided into topics. A topic defines a specific subject or area for which applicants can submit proposals. The description of a topic comprises its specific scope and the expected impact of the funded project.
Funding Scheme
Funding scheme (or “Type of Action”) inside a programme with common features. It specifies: the scope of what is funded; the reimbursement rate; specific evaluation criteria to qualify for funding; and the use of simplified forms of costs like lump sums.
Funding scheme (or “Type of Action”) inside a programme with common features. It specifies: the scope of what is funded; the reimbursement rate; specific evaluation criteria to qualify for funding; and the use of simplified forms of costs like lump sums.
SME-2b - SME Instrument (grant only and blended finance)
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Call for proposal
Procedure for inviting applicants to submit project proposals, with the aim of receiving EU funding.
Procedure for inviting applicants to submit project proposals, with the aim of receiving EU funding.
(opens in new window) H2020-EIC-SMEInst-2018-2020
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Net EU financial contribution. The sum of money that the participant receives, deducted by the EU contribution to its linked third party. It considers the distribution of the EU financial contribution between direct beneficiaries of the project and other types of participants, like third-party participants.
111 34 Stockholm
Sweden
The organization defined itself as SME (small and medium-sized enterprise) at the time the Grant Agreement was signed.
The total costs incurred by this organisation to participate in the project, including direct and indirect costs. This amount is a subset of the overall project budget.