Haptics: Difference between revisions
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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 ( | 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> | ||
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==Haptic Devices for VR/AR== | ==Haptic Devices for VR/AR== | ||
===Handheld Controllers=== | ===Handheld Controllers=== | ||
Standard [[VR controller]]s ( | 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. | ||
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[[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 ( | 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=== | ||
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* '''[[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 | 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> |