Beta testing revealed that the use of one IR LED for tracking served the purpose but did not exactly provide enough reference points to simulate shapes efficiently. To solve this issue two more LEDs were added to the front of the glove (see pictures below).
Three LEDs as opposed to one lets the prototype capture left and right limits to the user's hand and a center reference point.
The motors trigger upon hitting obstacles as before, but the intensity increases the deeper the user is within an obstacle
Testing on the new glove has begun. The structure of the overall glove has changed too. 22 gauge stranded copper wire is used, fastened by silicon glue. This adds more flexibility to the glove as opposed to using insulating tape to hold the wires in place.
Improvements to the code: Applet remembers where user's hand was last so just in case the camera loses track of the glove, the virtual camera won't jump about.
Using web cameras to capture users' hand gestures lead to many glitches. Ambient light apart from the Infrared LEDs caused the reference point to jump around causing the virtual camera within the 3D applet to move haphazardly.
To overcome the glitch I have resorted to using two Wii remotes much like web cameras to capture users' hand gestures. A tracking algorithm was not needed to be implemented as the Wiimote comes with blob tracking.
Wiimotes talk to the PC via bluetooth radio operating on the Toshiba stack. With the help of Brian Peek's managed library for the Wiimote, I am able to get the Wiimotes to communicate with a VB.Net application that uses Microsoft's XNA to render a simple 3D world.
Code for the Arduino still remains in C++ but VB.Net is able to communicate with the microcontroller via a serial port.