Haptic Virtual Device

A device embedded with sensors designed to physically interact with virtual objects and environments. It allows users to tactilely explore virtual data, enabling them to manage and change the properties of a virtual object through the movement of their fingers and hands.
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Technology Life Cycle

Technology Life Cycle

Growth

Marked by a rapid increase in technology adoption and market expansion. Innovations are refined, production costs decrease, and the technology gains widespread acceptance and use.

Technology Readiness Level (TRL)

Technology Readiness Level (TRL)

Prototype Demonstration

Prototype is fully demonstrated in operational environment.

Technology Diffusion

Technology Diffusion

Early Adopters

Embrace new technologies soon after Innovators. They often have significant influence within their social circles and help validate the practicality of innovations.

Haptic Virtual Device

As virtual, computer-generated environments become more prevalent through video games, virtual-reality environments, or even installations using sensors, users could go beyond visual stimulation with the help of simulated touch, pressure, force, temperature, and other sensations. An example of these kinaesthetic devices is the haptic glove, which uses sensors to detect hand movements and actuators to provide tactile feedback to the fingers and palm. This allows the wearer to feel the shape and texture of virtual objects they are interacting with, improving their ability to manipulate and control them.

Haptic virtual devices have numerous applications in industries such as gaming, education, healthcare, and engineering. They can be used to simulate medical procedures, provide training for hazardous jobs, or create immersive entertainment experiences. Also, they can be used to control robotic systems from a remote location, providing a more intuitive and responsive interface for operators.

Future Perspectives

In the future, these devices could help doctors remotely perform surgeries with better feedback responses than those currently available. By using telerobots instead of attempting to identify partially or wholly obscured organs visually, virtual surgery simulators could support surgeons in completing their procedures with more precision and simplicity. It could also assist with maintenance or repairs, thus enabling employees from anywhere in the world to guide on-site users with precision, decreasing the number of trips necessary for specialists to take. For emergencies, these devices could be readily available.

As VR environments grow in popularity, the importance of translating body movements and body language into those worlds becomes essential. The internet is dominated by written and verbal communication, letting other forms of communication fall short. But gestures and body language are essential, especially for the complex communication of emotions and mental states.

Image generated by Envisioning using Midjourney

Sources
The word haptic refers to the sense of touch, the sense felt by humans upon touching an object. In technical terms, haptic refers to the sense of touch through feedback technology while interacting with computers. Feedbacks provided by computers are in the form of vibrations, force, and motion. This increases experience of users while dealing with computer-simulated situations.
These lightweight gloves give realistic haptic feedback so that you can feel objects that aren't really there while you are using virtual reality
This PhD is in the frame of a French collaborative research project funded by the French National Research Agency called “LOBBY-BOT”. Partners of the project are Inria Rennes, RENAULT company, LS2N laboratory, and CLARTE technological center. The project aims at designing a next generation of haptic interfaces for Virtual Reality industrial applications based on an “encountered-type approach”.
Motorized “thimbles” and “rings” make augmented reality feel real
Ungrounded haptic devices for virtual reality (VR) applications lack the ability to convincingly render the sensations of a grasped virtual object's rigidity...
A device and system for assisting with inventory ordering and(72) Inventor: Michael Hansen, Everett, WA (US) management. In an embodiment, a personal device may be used by a worker to assist with identifying and retrieving items in an inventory or warehouse setting. The device(21) Appl. No.: 13/756,115 includes a communications module Suited to interface withradio frequency identification (RFID) tags that may be(22) Filed: Jan. 31, 2013 attached to the items to be selected orabin that holds the itemsto be selected. If the worker has maneuvered the device closeenough to a correct RFID tag, then the device can provide Publication Classification positive feedback to the worker indicating selection of aneeded item. Similarly, if the worker has come into commu(51) Int. Cl. nicative proximity with an item not needed, then negativeG06O 10/08 (2012.01) feedback at the device may be initiated.
This exploratory Research-through-Design thesis investigates a design for self-regulation using kinetic, textile-based feedback to mediate participants’ felt experience of stress-release. Through a somatic approach to designing for self-regulation, my thesis presents insights on how to mediate rich communicative qualities from physical movement into embodied aesthetics to cultivate and deepen a user’s kinaesthetic understanding with their emotions and body cues. The human capacity for kinaesthetic empathy, is a great resource that is underutilized. The ability to sense and train kinaesthetic cues can support greater somatic awareness for self-regulation. Not only are they rich in a meaning-evoking way, they can incite for aesthetic, meaningful experiences that can transform our physical state. This is particularly useful in situations where stress-release is needed. This thesis engaged three iterative design projects that included four design studies and the development of 19 material prototypes, 3 on-table functional tactile prototypes, and 2 upper-body soft wearable design prototypes.
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To be an effective communicator learn the 3 human primary modes that people use to process thoughts during communication. Visual, Auditory and Kinesthetic.
Invention is apparatus for using selectable instruments in virtual medical simulations with input devices actuated by user and resembling medical instruments which transmit various identifying data to the virtual computer model from said instruments which have been selected; then, said apparatus assist in creating full immersion for the user in the virtual reality model by tracking and homing to instruments with haptic, or force feedback generating, receptacles with which said instruments dock by means of a numerical grid, creating a seamless interface of instrument selection and use in the virtual reality anatomy.
Haptic virtual fixtures are software-generated force and position signals applied to human operators in order to improve the safety, accuracy, and speed of robot-assisted manipulation tasks. Virtual...
Dielectric elastomer actuators exhibit an unusual combination of large displacements, moderate bandwidth, low power consumption, and mechanical impedance comparable with human skin, making them attractive for haptic devices. In this article, we propose a wearable haptic communication device based on a two-by-two array of dielectric elastomer linear actuators. We briefly describe the architecture of the actuators and their mechanical and electrical integration into a wearable armband.
We introduce DextrES, a flexible and wearable haptic glove which integrates both kinesthetic and cutaneous feedback in a thin and light form factor (weight is less than 8g). Our approach is based on an electrostatic clutch generating up to 20 N of holding force on each finger by modulating the electrostatic attraction between flexible elastic metal strips to generate an electrically-controlled friction force. We harness the resulting braking force to rapidly render on-demand kinesthetic feedback.
We often interact with our environment through manual handling of objects and exploration of their properties. Object properties (OP), such as texture, stiffness, size, shape, temperature, weight, and orientation provide necessary information to successfully perform interactions. The human haptic perception system plays a key role in this. As virtual reality (VR) has been a growing field of interest with many applications, adding haptic feedback to virtual experiences is another step towards more realistic virtual interactions. However, integrating haptics in a realistic manner, requires complex technological solutions and actual user-testing in virtual environments (VEs) for verification. This review provides a comprehensive overview of recent wearable haptic devices (HDs) categorized by the OP exploration for which they have been verified in a VE. We found 13 studies which specifically addressed user-testing of wearable HDs in healthy subjects. We map and discuss the different technological solutions for different OP exploration which are useful for the design of future haptic object interactions in VR, and provide future recommendations.
Virtual reality and augmented reality (VR/AR) are evolving. The market demands and innovation efforts call for a shift in the key VR/AR technologies and engaging people virtually. Tele-haptics with multimodal and bilateral interactions are emerging as the future of the VR/AR industry. By transmitting and receiving haptic sensations wirelessly, tele-haptics allow human-to-human interactions beyond the traditional VR/AR interactions. The core technologies for tele-haptics include multimodal tactile sensing and feedback based on highly advanced sensors and actuators. Recent developments of haptic innovations based on active materials show that active materials can significantly contribute to addressing the needs and challenges for the current and future VR/AR technologies. Thus, this paper intends to review the current status and opportunities of active material-based haptic technology with a focus on VR/AR applications. It first provides an overview of the current VR/AR applications of active materials for haptic sensing and actuation. It then highlights the state-of-the-art haptic interfaces that are relevant to the materials with an aim to provide perspectives on the role of active materials and their potential integration in haptic devices. This paper concludes with the perspective and outlook of immersive multimodal tele-haptic interaction technologies.
Kinesthetic communication, or physical touch, is a very important part of nonverbal communication. Read on to learn more about what it does to our bodies and minds.

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