Jump to content

Haptics: Difference between revisions

No edit summary
m Text replacement - "e.g.," to "for example"
Tags: Mobile edit Mobile web edit
 
(2 intermediate revisions by the same user not shown)
Line 82: Line 82:
1. Samples user motion
1. Samples user motion
2. Computes contact forces using a physics engine
2. Computes contact forces using a physics engine
3. Drives actuators via device SDKs (e.g., OpenXR 1.1 haptics extension)
3. Drives actuators via device SDKs (for example OpenXR 1.1 haptics extension)


Advances in [[physics simulation]] and [[collision detection]] are continuously improving the realism of haptic interactions.<ref>Otaduy, M. A., & Lin, M. C. (2005). Introduction to haptic rendering. In ACM SIGGRAPH 2005 Courses (pp. 3-es).</ref>
Advances in [[physics simulation]] and [[collision detection]] are continuously improving the realism of haptic interactions.<ref>Otaduy, M. A., & Lin, M. C. (2005). Introduction to haptic rendering. In ACM SIGGRAPH 2005 Courses (pp. 3-es).</ref>
Line 97: Line 97:
==Haptic Devices for VR/AR==
==Haptic Devices for VR/AR==
===Handheld Controllers===
===Handheld Controllers===
Standard [[VR controller]]s (e.g., Meta Quest controllers, Valve Index Controllers, PlayStation VR2 Sense controllers) typically include basic [[vibrotactile feedback]] (ERM or LRA). Some advanced controllers incorporate more nuanced effects, like the adaptive triggers and detailed haptics in the PS VR2 Sense controllers.<ref>Sony Interactive Entertainment. (n.d.). PlayStation VR2 Sense controller. Retrieved April 29, 2025, from https://www.playstation.com/en-us/ps-vr2/controllers/</ref>
Standard [[VR controller]]s (for example Meta Quest controllers, Valve Index Controllers, PlayStation VR2 Sense controllers) typically include basic [[vibrotactile feedback]] (ERM or LRA). Some advanced controllers incorporate more nuanced effects, like the adaptive triggers and detailed haptics in the PS VR2 Sense controllers.<ref>Sony Interactive Entertainment. (n.d.). PlayStation VR2 Sense controller. Retrieved April 29, 2025, from https://www.playstation.com/en-th/ps-vr2/</ref>


The [[PlayStation 5's DualSense]] controller represents one of the most advanced mainstream haptic controllers, using adaptive triggers and high-fidelity vibrotactile feedback to simulate different surfaces and resistances.
The [[PlayStation 5's DualSense]] controller represents one of the most advanced mainstream haptic controllers, using adaptive triggers and high-fidelity vibrotactile feedback to simulate different surfaces and resistances.
Line 115: Line 115:
[[Haptic gaming]] provides immersive experiences by allowing players to feel virtual environments and objects. Advanced systems like the [[Teslasuit]], [[bHaptics TactSuit]], and [[Dexmo]] exoskeleton gloves enable users to feel impacts, textures, and resistance in games.<ref>Pacchierotti, C., Sinclair, S., Solazzi, M., Frisoli, A., Hayward, V., & Prattichizzo, D. (2017). Wearable haptic systems for the fingertip and the hand: Taxonomy, review, and perspectives. IEEE transactions on haptics, 10(4), 580-600.</ref>
[[Haptic gaming]] provides immersive experiences by allowing players to feel virtual environments and objects. Advanced systems like the [[Teslasuit]], [[bHaptics TactSuit]], and [[Dexmo]] exoskeleton gloves enable users to feel impacts, textures, and resistance in games.<ref>Pacchierotti, C., Sinclair, S., Solazzi, M., Frisoli, A., Hayward, V., & Prattichizzo, D. (2017). Wearable haptic systems for the fingertip and the hand: Taxonomy, review, and perspectives. IEEE transactions on haptics, 10(4), 580-600.</ref>


Next-gen consoles and XR headsets use localized haptics to convey weapon recoil, surface textures, and locomotion cues. Game-specific haptic tracks (e.g., *Astro Bot*, *Returnal*) significantly raise presence and immersion.<ref>Polygon. (2024, September). Astro Bot showcases DualSense haptics. *Polygon*.</ref>
Next-gen consoles and XR headsets use localized haptics to convey weapon recoil, surface textures, and locomotion cues. Game-specific haptic tracks (for example *Astro Bot*, *Returnal*) significantly raise presence and immersion.<ref>Polygon. (2024, September). Astro Bot showcases DualSense haptics. *Polygon*.</ref>


===Medical Training and Simulation===
===Medical Training and Simulation===
Line 154: Line 154:
* '''[[OpenXR 1.1]]''' (Khronos) unifies API calls for amplitude-/frequency-controlled haptic output across headsets.
* '''[[OpenXR 1.1]]''' (Khronos) unifies API calls for amplitude-/frequency-controlled haptic output across headsets.


The haptics industry faces challenges in [[haptic standardization]], with different devices using proprietary formats and protocols. Initiatives like the [[Haptics Industry Forum]] are working to establish standards for haptic content creation and playback across platforms.<ref>ISO/TC 159/SC 4 Ergonomics of human-system interaction. (2022). ISO 9241-910:2022 Ergonomics of human-system interaction Part 910: Framework for tactile and haptic interaction.</ref>
The haptics industry faces challenges in [[haptic standardization]], with different devices using proprietary formats and protocols. Initiatives like the [[Haptics Industry Forum]] are working to establish standards for haptic content creation and playback across platforms.<ref>ISO/TC 159/SC 4 Ergonomics of human-system interaction. (2022). ISO 9241-910:2022 Ergonomics of human-system interaction - Part 910: Framework for tactile and haptic interaction.</ref>


[[Haptic codecs]] like [[MPEG-V]] and [[MPEG-H]] include provisions for standardized haptic data, though adoption remains limited compared to audio and video standards.<ref>Eid, M., Orozco, M., & El Saddik, A. (2007, June). A guided tour in haptic audio visual environments and applications. In 2007 IEEE International Conference on Multimedia and Expo (pp. 1449-1452). IEEE.</ref>
[[Haptic codecs]] like [[MPEG-V]] and [[MPEG-H]] include provisions for standardized haptic data, though adoption remains limited compared to audio and video standards.<ref>Eid, M., Orozco, M., & El Saddik, A. (2007, June). A guided tour in haptic audio visual environments and applications. In 2007 IEEE International Conference on Multimedia and Expo (pp. 1449-1452). IEEE.</ref>