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'''Haptics''' (from the Greek ''haptikos'', "able to touch or grasp") or '''[[Tactile feedback]]''' is a [[technology]] that produces the sense of touch through physical stimulation. Haptics can significantly improve the user's [[immersion]] in a [[VR]] world by allowing users to experience physical sensations caused by their actions in a [[virtual environment]]. When a user picks up a cup in the virtual world, the user should feel the realistic sensations of a cup in his or her hand, even though the cup is not present in the real world. This bidirectional exchange of sensory information creates a deeper connection between users and digital worlds, making haptics a critical component in creating believable and effective VR and [[AR]] experiences.<ref name="srivastava2019">Srivastava, K., Kukreja, S. L., & Shinghal, K. (2019). Haptic Technology: A Comprehensive Review of its Applications and Future Potential. *Journal of Mechatronics, Electrical Power, and Vehicular Technology*, *10*(2), 99-112.</ref>
'''Haptics''' (from the Greek ''haptikos'', "able to touch or grasp") or '''[[Tactile feedback]]''' is a [[technology]] that produces the sense of touch through physical stimulation. Haptics can significantly improve the user's [[immersion]] in a [[VR]] world by allowing users to experience physical sensations caused by their actions in a [[virtual environment]]. When a user picks up a cup in the virtual world, the user should feel the realistic sensations of a cup in his or her hand, even though the cup is not present in the real world. This bidirectional exchange of sensory information creates a deeper connection between users and digital worlds, making haptics a critical component in creating believable and effective VR and [[AR]] experiences.


In traditional [[video game]] controllers, "[[rumble]]" is often used to produce tactile feedback. However, modern [[haptic systems]] in AR and VR environments offer much more sophisticated and nuanced feedback mechanisms.
In traditional [[video game]] controllers, "[[rumble]]" is often used to produce tactile feedback. However, modern [[haptic systems]] in AR and VR environments offer much more sophisticated and nuanced feedback mechanisms.
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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 (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>


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.<ref>Colgan, A. (2021). The PlayStation 5 DualSense Controller: A New Era for Haptics in Gaming. IEEE Consumer Electronics Magazine, 10(3), 6-8.</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.


=== Haptic Gloves ===
=== Haptic Gloves ===
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=== Latency and Synchronization ===
=== Latency and Synchronization ===


[[Haptic latency]] must be minimized and synchronized precisely with visual and auditory cues; delays can break immersion and cause discomfort. Current research focuses on reducing end-to-end latency in haptic systems to below perceptible thresholds.<ref name="srivastava2019"/>
[[Haptic latency]] must be minimized and synchronized precisely with visual and auditory cues; delays can break immersion and cause discomfort. Current research focuses on reducing end-to-end latency in haptic systems to below perceptible thresholds.


=== Power and Cost Limitations ===
=== Power and Cost Limitations ===