The Greek word “haptics,” which means “concerning the sense of touch,” is the origin of the term “haptics.”In the world of technology, the term “haptics” refers to all technologies that
Haptic feedback is a sensation of “digital touch feedback”.
Because it works in both directions, haptics is a specific technology. Haptic feedback (an action) and response are involved. In particular, the intention of the user to interact with haptics-enabled content is the action. The haptic feedback that the user receives from the digital content is known as the reaction.
One of the haptics’ most important aspects is this
The haptic feedback is important, but interaction is just as important. When incorporated into the application design process, haptics is successful.
Tactile haptics technology and kinesthetic haptics technology are the two main subfields of haptic feedback, which can be applied to a wide variety of stimulation methods. The sensations of vibration, friction, or micro-deformation are all examples of tactile haptic feedback. The term “kinesthetic haptic feedback” refers to force sensations that can stimulate both mechanical and body position and movement-related stimuli.
Source: Tactile Haptics Technologies Haptics technologies that use tactile stimulation typically deliver a mechanical stimulus to humans’ skin.
The following technologies are included:
• Vibrational – like the iPhone’s vibration; • Surface – like a Braille display for visually impaired people; • Frictional – like Hap2u technology The vibrational haptics technologies that power the adored rumble of DUALSHOCKTM4 for PlayStation®4 are the most widely used. They have powered every phone and smartphone since the Nokia 3310.
They are additionally the most involved innovation in Haptics for Expanded Reality applications and are remembered for all the VR regulators, similar to the mission master regulators, and the greater part of the VR gloves accessible available today, similar to the Senseglove.
The most prevalent type of technology utilized in haptic devices is probably vibrotactile. Common arrangements incorporate the thunder-like sensation of ERMs (Unpredictable Turning Mass) towards more expressive LRAs (Straight Full Actuators), and huge transmission capacity actuators like VCM (Voice Loop Engines), or PZT (Piezoelectric Actuators). These actuators enable devices to consistently deliver vibration patterns, which help to improve the user experience in interactive situations. One way to think of vibration effects is as a kind of skin-appropriate audio.
Vibrotactile technologies are used in VR, PC, and console gaming systems, and have been in use in gaming peripherals for a long time. The following are some well-known vibrotactile gaming peripherals:
• Razer Hypersense Headphones • DUALSHOCK®4 wireless controller • Xbox controller • Razer Edge 5G • Nintendo Switch controller • Razer Hypersense headphones There are a lot of haptics peripherals that can make VR gaming enjoyable. Among them are:
• Striker VR, Skinetic Vest, and Bhaptics Suit Vibration actuators are typically utilized in an enterprise virtual reality application for surface texture and as a replacement for more expensive and intricate force-feedback systems. For VR glove implementation, these technologies are typically paired with technologies for tracking fingers and hands.
The following are examples of vibrotactile-based enterprise VR devices
• Manus Prime Haptics Kinesthetic Haptics Technologies These haptics technologies prevent the user from moving their limbs by applying force to them. They are mostly felt in the muscles and tendons, not on the skin. The fundamental field of uses is test systems where they effectively copy the genuine way of behaving of a framework. They’re usually only used for business applications and require a lot of money to implement.
The DualSenseTM wireless controller that was released for use in gaming applications on PlayStation®5 consoles is a significant distinction.
For Virtual Reality applications, there is an effort to make such technologies accessible to all. For larger market segments, actors like Haptix and Senseglove are introducing these technologies. Resistive Force Feedback In haptics exoskeletons and gloves, resistive force feedback is used to impede the movement of the fingers in virtual reality. Finger or body movement is essentially halted by resistive devices. They are effective at enhancing the realism of hand interactions and are typically used to simulate manipulation gestures. Most resistive force feedback devices are based on electromechanical brakes that make a sliding cable more abrasive. The resistive force experienced by users can be altered by modulating the friction. Typically, they are paired with technologies for tracking fingers and hands.
Resistive force feedback devices include the following
• SenseGlove • Haptx Active Force Feedback is used to apply an active force to the user’s articulations or fingers in haptics exoskeletons, gaming controllers, and handheld haptics devices. Typically, electromechanical motors actively apply force to the user’s body part to provide this kind of feedback. A virtual object’s interaction is simulated by this force; or imitates a genuine interaction with a specialized haptics device, such as a flight stick or rifle with haptics capabilities.
They work well for simulating tasks like manipulating and interacting with non-static virtual objects (like holding a beating heart) and replicating the behavior of simulated interfaces realistically.
Due to their more complicated mechanical implementation, they typically tend to be more fragile than vibrotactile or resistive devices. Additionally, they are typically the most difficult to incorporate into a virtual reality simulation and the most expensive option.
Devices that provide active force feedback include
• DualSenseTM wireless controller for PlayStation®5 consoles • Haption Skin Indentation devices are used to create the sensation of interacting with objects by selectively compressing the user’s skin. Skin space gadgets can be utilized to deliver vibrations example, surfaces, or light powers insight, providing them with an enormous range of expressivity.
Skin indentation devices include
• Haptx • Go Touch VR • Weart The function of Interhaptics Interhaptics is a software stack that enables designers and developers to easily implement haptics without having to deal with the technology that underpins the device. Interhaptics makes it possible for a distinct software stack to handle all of the complexity by abstracting the representation of the haptics effect. By separating the device layer from the implementation layer and utilizing the Interhaptics Engine, Interhaptics makes implementers’ lives easier.
Documents supporting haptics
Guidelines for Implementing and Designing XR Haptics When haptic feedback is incorporated into an extended reality (XR) project, it can have a significant impact on the user’s sense of presence and agency, which in turn increases training value and engagement with the XR experience. The immaturity of tooling, the absence of a universal SDK, and crucial design, implementation, and playback differences from audio and visual experience components are the primary obstacles that many developers face when incorporating haptics. Haptics can add real value without jeopardizing project timelines or budgets, even though this may appear daunting if viewed from the right perspective and with the right expectations.
The goal of this book is to provide a step-by-step guide for implementing haptics successfully in XR projects.
A masterclass on haptics in XR was held in conjunction with the book XR Haptics implementation and design guidelines by MIT and HIF. The lesson discusses the fundamentals of haptics, touch parameters, and dimensions, as well as the difficulties associated with the manufacturing of haptics devices by actuators and human body receptors. You will know where haptics stands in comparison to audio and visual forms on the multisensory map, what you need to have a great haptics experience, and the value of haptics in XR content.
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