Haptic suit

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A haptic suit (also known as VR suit, tactile suit, gaming suit or haptic vest) is a wearable device that provides haptic feedback to the body.

Contents

History

Aura Interactor (1994)

Aura Interactor vest Aura-Interactor-force-feedback-vest.jpg
Aura Interactor vest

In 1994 Aura Systems launched the Interactor Vest, [1] conceived by Aura's VP of Audio and Video Technologies, Larry Shultz [2] to feel sound from video games and TV shows. The Interactor was a wearable force-feedback device that monitors an audio signal and uses Aura's patented electromagnetic actuator technology to convert bass sound waves into vibrations that can represent such actions as a punch or kick. The Interactor vest plugs into the audio output of a stereo, TV, or VCR and the user is provided with controls that allow for adjusting of the intensity of vibration and filtering out of high frequency sounds. The Interactor Vest is worn over the upper torso and the audio signal is reproduced through a speaker embedded in the vest. Sales numbers are unclear, but have numbers as low as 5000 [3] of its Interactor Vest sold in Toys R Us [4] and other electronics stores. Aura later began shipping the Interactor Cushion, a device which operates like the Vest but instead of being worn, it is placed against a seat back and the user must lean against it. Both the Vest and the Cushion were launched with a price tag of $99. [1] [5]

HugShirt (2002)

In January 2002, Francesca Rosella and Ryan Genz, then researchers at the Interaction Design Institute Ivrea in Italy, designed the HugShirt. [6] The Hugshirt is a wearable haptic telecommunication device that allows a wearer to send the feeling of a hug to a distant loved one. HugShirts feature touch sensors and haptic actuators that work together to capture and recreate touch over distance. Sensor areas placed on the garment capture the touch of the wearer, the data is transferred to their mobile device where the Hug App creates a Hug message that is delivered to the receiving wearer of a second HugShirt in another location across the world. Actuators in the receiving HugShirt recreate the touch that was created by the first wearer. The HugShirt was awarded first prize at the Cyberat Bilbao Festival,[ citation needed ] and subsequently awarded by Time magazine as one of the best inventions of 2006. [7]

HugShirt (2002) haptic garment for remote touch Hug-shirt.jpg
HugShirt (2002) haptic garment for remote touch

SoundShirt (2016)

The SoundShirt is a shirt that allows deaf and hearing audience members to experience music and AR enhanced by touch (haptic) sensations. The SoundShirt was used for its first performance by the Junge Symphoniker Orchestra in Hamburg, Germany. During a live or virtual performance the shirt maps different musical sounds to haptic sensations on different parts of the body, allowing media to be felt physically. The SoundShirt features 30 haptic multi-force actuators embedded into a garment. [8] The SoundShirt is the winner of the 2019 UNESCO NETEXPLO Innovation award, [9] and the Audience of the Future INNOVATE UK Innovation Grant. [10]

bHaptics TactSuit (2017)

bHaptics released three products which are a vest based on 40 haptic points, a haptic mask, and a haptic arm band with 20 haptic points. [11] [12]

Teslasuit

The Teslasuit is a full body haptic suit with motion capture and biometric sensors. Its haptic feedback system uses electrical muscle stimulation (EMS) and transcutaneous electrical nerve stimulation (TENS) to simulate feelings and sensations.

The use of biometric sensors has proposed uses in medicine, and specifically rehabilitation psychology. [13]

According to ABC News , Teslasuit is so far too expensive to go mainstream. [14]

OW-O

The OW-O is a rechargeable wireless shirt. It has a mobile app and can be used in video games. [15]

See also

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Haptic technology is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Greek: ἁπτικός (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.

Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location.

An output device is any piece of computer hardware that converts information or data into a human-perceptible form or, historically, into a physical machine-readable form for use with other non-computerized equipment. It can be text, graphics, tactile, audio, or video. Examples include monitors, printers, speakers, headphones, projectors, GPS devices, optical mark readers, and braille readers.

Sensory substitution is a change of the characteristics of one sensory modality into stimuli of another sensory modality.

<span class="mw-page-title-main">Immersion Corporation</span> American technology company and patent litigator

Immersion Corporation is an Aventura, Florida based developer and licensor of touch feedback technology, also known as haptic technology. Immersion Corporation has been accused of being a patent troll. Founded in 1993 by Louis Rosenberg, it is currently headed by lawyer Francis Jose, who serves as both chief executive officer and general counsel.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

<span class="mw-page-title-main">Wearable technology</span> Clothing and accessories incorporating computer and advanced electronic technologies

Wearable technology is any technology that is designed to be used while worn. Common types of wearable technology include smartwatches and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.

Sonic interaction design is the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design is at the intersection of interaction design and sound and music computing. If interaction design is about designing objects people interact with, and such interactions are facilitated by computational means, in sonic interaction design, sound is mediating interaction either as a display of processes or as an input medium.

Affective haptics is the emerging area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished:

  1. physiological changes
  2. physical stimulation
  3. social touch
  4. emotional haptic design.
<span class="mw-page-title-main">Aura Interactor</span>

The Aura Interactor is a wearable force-feedback device developed by Aura Systems that monitors an audio signal and uses Aura's patented electromagnetic actuator technology to convert low frequency audio information into vibrations that can represent actions such as a punch or kick. It was compatible with the Super NES and Sega Genesis. It is the first commercially available haptic suit, released on September 5, 1994.

SUBPAC is a tactile audio system, designed and developed in Toronto, Ontario, Canada. The SUBPAC consists of a combination of tactile transducers, vibro-tactile membranes, electronics and textiles, designed to deliver a physical dimension of sound. SUBPAC is available in a wearable and seatback format. The device was intended to move music hardware technologies in this area past simple 'vibrating devices' to deliver a complex and nuanced experience, to create an accurate tactile representation of whatever audio input is used. Outside of music production and enjoyment, the SUBPAC has a wide range of applications such as gaming, virtual reality (VR) and film enjoyment.

<span class="mw-page-title-main">Force Touch</span> Force-sensing touch technology developed by Apple Inc.

Force Touch is a haptic technology developed by Apple Inc. that enables trackpads and touchscreens to distinguish between various levels of force being applied to their surfaces. It uses pressure sensors to add another method of input to Apple's devices. The technology was first unveiled on September 9, 2014, during the introduction of Apple Watch. Starting with the Apple Watch, Force Touch has been incorporated into many products within Apple's lineup. This notably includes MacBooks and the Magic Trackpad 2. The technology is known as 3D Touch on the iPhone models. The technology brings usability enhancements to the software by offering a third dimension to accept input. Accessing shortcuts, previewing details, drawing art and system wide features enable users to additionally interact with the displayed content by applying force on the input surface.

BaDoinkVR is a virtual reality porn production company founded in 2006. It is the AVN Awards 2018 VR Site of the Year award winner. Sister sites include BaDoink VIP, VRCosplayX, 18VR, RealVR, and BabeVR. BaDoinkVR is headquartered in Rochester, New York with satellite offices in Barcelona, Spain and Silicon Valley. The company was the first to drive mass consumer trial of VR adult videos by seeding the market with 20,000 free virtual reality cardboard goggles.

<span class="mw-page-title-main">Motion capture suit</span> Garment that records the body movements of the wearer

A motion capture suit is a wearable device that records the body movements of the wearer. Some of these suits also function as haptic suits.

<span class="mw-page-title-main">Virtual reality sex</span> VR technology

Virtual reality sex is a technology that allows the user to receive tactile sensations from remote participants, or fictional characters through the use of computer-controlled sex toys. Usually the user also wears a virtual reality headset so they can see and interact with the partner. The very first VR Porn experiences were filmed by an award-winning studio called VR Bangers. Two entrepreneurs decided to leave their jobs and create an adult studio that films virtual reality sex. They have opened their site vrbangers.com in 2014 and released 21 films that became the very first VR Porn experience in the world. Since then, the studio has been pushing VR technology to another level with more camera and sound innovations for virtual reality.

<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.

SenseGlove is a Dutch technology company that develops and manufactures wearable hand haptic products for use in virtual reality (VR), VR/AR training, research and other applications. The company is headquartered in Delft, Netherlands.

A soft exoskeleton, also known as a soft wearable robot or a soft robotic exosuit, is a type of wearable robotic device designed to augment and enhance the physical abilities of the human body. Unlike traditional rigid exoskeletons, which are typically made of hard materials like metal and are worn over the user's limbs, soft exoskeletons are constructed from flexible and lightweight materials. Soft exoskeletons are designed to assist individuals with mobility impairments, aid in rehabilitation, augment human performance, and improve overall quality of life.

References

  1. 1 2 "Aura's Interactor - VR at its Vest". Electronic Gaming Monthly . No. 63. Ziff Davis. October 1994. pp. 56–60.
  2. "Best Virtual Reality Video Game Wear Technology Invention by Larry Shultz". www.larryshultz.com. Retrieved 2016-05-07.
  3. "AVSIM Commercial Hardware". www.avsim.com. Archived from the original on 2019-11-05. Retrieved 2017-04-12.
  4. "Interactor Videos". YouTube.
  5. "Cushioning the Blows". GamePro . No. 81. IDG. June 1995. p. 138.
  6. "The HugShirt". CUTECIRCUIT. 10 April 2014. Archived from the original on 2020-05-12. Retrieved 2020-05-14.
  7. "Best Inventions of 2006". Time . 13 November 2006. Archived from the original on 2019-10-31. Retrieved 2020-05-14.
  8. "The SoundShirt". CuteCircuit. 12 May 2017. Archived from the original on 2020-05-12. Retrieved 2020-05-14.
  9. "Learning in the digital age, smart cities, among the innovations taking centre stage at UNESCO Netexplo Forum". UNESCO. 15 April 2019. Archived from the original on 2019-04-16. Retrieved 2020-05-14.
  10. "CuteCircuit: clothing the wearer in immersive sound". GOV.UK. Archived from the original on 2019-07-24. Retrieved 2020-05-14.
  11. "bHaptics TactSuit". bhaptics.
  12. "bhaptics tactsuit vr haptic feedback htc-vive-x-demo-day". Engadget. Retrieved 2017-07-02.
  13. "HSS Innovation Institute and Teslasuit to Advance Healthcare with Immersive ХR Training Technology". HSS Innovation Institute and TESLASUIT to Advance Healthcare with Immersive ХR Training Technology. 2021-07-06. Retrieved 2022-06-28.
  14. "The developers of this VR suit discovered an interesting fact". ABC News. 2021-03-31. Retrieved 2022-01-16.
  15. Stanton, Rich (14 July 2023). "Assassin's Creed Mirage has a tie-in haptic vest that can beat you up, stab you, axe you, dart you, and combo into a 'severe abdominal wound'". PC Gamer.