Tactile technology is the integration of multi-sensory triggers within physical objects, allowing "real world" interactions with technology. It is similar to haptic technology, as both focus on touch interactions with technology, but whereas haptic is simulated touch, tactile is physical touch. Rather than using a digital interface to interact with the physical world, as augmented reality does, tactile technology involves a physical interaction that triggers a digital response.
The word "tactile" means "related to the sense of touch" [1] or "that can be perceived by the touch; tangible". [2] Touch is incredibly important to human communication and learning, but increasingly, most of the content people interact with is purely visual. Tactile technology presents a way to use advances in technology and combined with touch.
Studies show that humans work and learn better in a multi-sensory environment. Something as simple as having toys (like the fidget spinner) in the workplace, or using physical props to teach children in schools, can have significant impacts on productivity and information retention according to the multisensory learning theory.
As stated in one article, "Many teachers are turning to tactile learning and evolving technologies as a way to engage students across different learning styles and needs. As part of a multi-sensory learning approach, tactile technology can help students across a range of skill development areas and a broad range of subjects". [3] [ better source needed ]
At the simplest level, a physical trigger that can be used to create a technological reaction is nothing new: it can be as basic as a button or switch.
More modern versions of buttons include conductive paint [4] and projectors - both are tools that can make a non-digital surface act like a touchscreen, turning anything from tables to sculptures into interactive displays.
Games are an example of a field that transformed from entirely tactile to largely digital, and where the trend is now turning back to a more multi-sensory experience. With video games, players want the element of touch that controllers provide, while researchers suggest that incorporating an element of physical interaction to digital games for children may mitigate concerns about excessive screen-time. For example:
Technology is increasingly being incorporated into physical objects that we already use - and one of the most significant examples of this is in the textile industry. Companies are creating curtains that control light or detect smoke, clothing that monitors temperature, or fabric that integrates lighting. This is a swiftly growing field of "smart" apparel and home goods. [11] [12] [13] [14] This is also an example of wearable technology.
In order to experience art or communicate information, art galleries and museums are increasingly incorporating technology, especially as it makes art and education more immersive and personalized.