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Human skin contains four main classes of [[mechanoreceptor]]s: Merkel cells (pressure), Meissner corpuscles (low-frequency vibration), Ruffini endings (skin stretch), and Pacinian corpuscles (high-frequency vibration). These receptors are tuned to different frequencies and deformations, allowing us to perceive a wide range of tactile sensations.<ref>Lederman, S. J., & Klatzky, R. L. (2009). Haptic perception: A tutorial. Attention, Perception, & Psychophysics, 71(7), 1439-1459.</ref>  
Human skin contains four main classes of [[mechanoreceptor]]s: Merkel cells (pressure), Meissner corpuscles (low-frequency vibration), Ruffini endings (skin stretch), and Pacinian corpuscles (high-frequency vibration). These receptors are tuned to different frequencies and deformations, allowing us to perceive a wide range of tactile sensations.<ref>Lederman, S. J., & Klatzky, R. L. (2009). Haptic perception: A tutorial. Attention, Perception, & Psychophysics, 71(7), 1439-1459.</ref>  


Cutaneous cues (pressure, vibration, stretch) combine with [[kinesthetic sense|kinesthetic]] cues from muscles and joints to form a multimodal "haptic channel" that informs us about object properties and our interactions with the environment.<ref>{{cite journal|title=Haptics is comprised of kinesthetic and cutaneous feedback|journal=Applied Sciences|year=2024|doi=10.3390/app14146020}}</ref>
Cutaneous cues (pressure, vibration, stretch) combine with [[kinesthetic sense|kinesthetic]] cues from muscles and joints to form a multimodal "haptic channel" that informs us about object properties and our interactions with the environment.<ref>Applied Sciences. (2024). Haptics is comprised of kinesthetic and cutaneous feedback. *Applied Sciences*. doi:10.3390/app14146020</ref>


== History of Haptics ==
== History of Haptics ==
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=== 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 (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.
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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* Force feedback: Systems (using cables, pneumatics, or exoskeletons) that apply resistance to finger movement, simulating the shape and rigidity of virtual objects
* Force feedback: Systems (using cables, pneumatics, or exoskeletons) that apply resistance to finger movement, simulating the shape and rigidity of virtual objects


Examples include [[HaptX Gloves G1]] with micro-fluidic actuators for true-contact pressure, [[SenseGlove]], and [[Manus VR]].<ref>HaptX Inc. (n.d.). *HaptX Gloves*. Retrieved April 29, 2025, from https://haptx.com/</ref>
Examples include [[HaptX Gloves G1]] with micro-fluidic actuators for true-contact pressure, [[SenseGlove]], and [[Manus VR]].<ref>HaptX Inc. (n.d.). HaptX Gloves. Retrieved April 29, 2025, from https://haptx.com/</ref>


=== Haptic Vests and Suits ===
=== Haptic Vests and Suits ===


[[Haptic suit]]s or vests extend tactile feedback to the torso and sometimes limbs. They typically use an array of vibrotactile actuators to simulate impacts, environmental effects (like rain or wind direction), or proximity alerts across the body. Examples include the [[bHaptics]] TactSuit range and [[TESLASUIT]], which integrates electrical muscle stimulation (EMS), motion capture, and biometry.<ref>bHaptics Inc. (n.d.). *TactSuit*. Retrieved April 29, 2025, from https://www.bhaptics.com/</ref><ref>TESLASUIT. (n.d.). *TESLASUIT XR Edition*. Retrieved April 29, 2025, from https://teslasuit.io/products/teslasuit-4/</ref>
[[Haptic suit]]s or vests extend tactile feedback to the torso and sometimes limbs. They typically use an array of vibrotactile actuators to simulate impacts, environmental effects (like rain or wind direction), or proximity alerts across the body. Examples include the [[bHaptics]] TactSuit range and [[TESLASUIT]], which integrates electrical muscle stimulation (EMS), motion capture, and biometry.<ref>bHaptics Inc. (n.d.). TactSuit. Retrieved April 29, 2025, from https://www.bhaptics.com/</ref><ref>TESLASUIT. (n.d.). TESLASUIT XR Edition. Retrieved April 29, 2025, from https://teslasuit.io/products/teslasuit-4/</ref>


== Applications in VR and AR ==
== Applications in VR and AR ==
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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 (e.g., *Astro Bot*, *Returnal*) significantly raise presence and immersion.<ref>{{cite news|title=Astro Bot showcases DualSense haptics|publisher=Polygon|date=Sep 2024}}</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>


=== Medical Training and Simulation ===
=== Medical Training and Simulation ===
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[[Haptic-enabled AR]] systems allow surgeons to "feel" pre-operative medical images during surgical planning, significantly improving spatial understanding.<ref>Sutherland, C., Hashtrudi-Zaad, K., Sellens, R., Abolmaesumi, P., & Mousavi, P. (2019). An augmented reality haptic training simulator for spinal needle procedures. IEEE Transactions on Biomedical Engineering, 66(11), 3094-3104.</ref>
[[Haptic-enabled AR]] systems allow surgeons to "feel" pre-operative medical images during surgical planning, significantly improving spatial understanding.<ref>Sutherland, C., Hashtrudi-Zaad, K., Sellens, R., Abolmaesumi, P., & Mousavi, P. (2019). An augmented reality haptic training simulator for spinal needle procedures. IEEE Transactions on Biomedical Engineering, 66(11), 3094-3104.</ref>


Haptics improves psychomotor skill transfer in medical simulators, with systematic reviews showing enhanced accuracy and reduced task time in surgical training.<ref>{{cite journal|title=Haptic technology in healthcare: a systematic review|journal=JMIR|year=2024}}</ref>
Haptics improves psychomotor skill transfer in medical simulators, with systematic reviews showing enhanced accuracy and reduced task time in surgical training.<ref>JMIR. (2024). Haptic technology in healthcare: a systematic review. *JMIR*.</ref>


=== Education ===
=== Education ===
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Haptics in VR and AR is transformative in education, particularly in science, technology, engineering, and mathematics (STEM) fields. It enables multi-sensory learning by integrating visual, auditory, kinesthetic, and tactile feedback, essential for hands-on experiences.
Haptics in VR and AR is transformative in education, particularly in science, technology, engineering, and mathematics (STEM) fields. It enables multi-sensory learning by integrating visual, auditory, kinesthetic, and tactile feedback, essential for hands-on experiences.


For example, VR with haptics can simulate laboratory experiments, allowing students to feel and manipulate virtual scientific equipment. AR applications with haptic feedback facilitate interactive exploration of complex systems like anatomy or molecular structures, improving understanding and long-term retention.<ref>{{cite journal|title=Haptic feedback in VR education: A systematic review and meta-analysis|journal=Computers & Education|year=2023|volume=189}}</ref>
For example, VR with haptics can simulate laboratory experiments, allowing students to feel and manipulate virtual scientific equipment. AR applications with haptic feedback facilitate interactive exploration of complex systems like anatomy or molecular structures, improving understanding and long-term retention.<ref>Computers & Education. (2023). Haptic feedback in VR education: A systematic review and meta-analysis. *Computers & Education*, *189*.</ref>


=== Industrial Training and Design ===
=== Industrial Training and Design ===
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[[Tactile communication systems]] allow deaf-blind individuals to receive communication through haptic patterns, often through gloves or wearable devices on the body.<ref>Baumann, R., Jung, J., & Rogers, S. (2020). Supporting the deaf and hard of hearing in virtual reality with an enhanced user interface. 2020 IEEE Virtual Reality and 3D User Interfaces (VR), 273-282.</ref>
[[Tactile communication systems]] allow deaf-blind individuals to receive communication through haptic patterns, often through gloves or wearable devices on the body.<ref>Baumann, R., Jung, J., & Rogers, S. (2020). Supporting the deaf and hard of hearing in virtual reality with an enhanced user interface. 2020 IEEE Virtual Reality and 3D User Interfaces (VR), 273-282.</ref>


Combining haptic displays with VR/AR can create powerful accessibility tools, allowing alternative sensory channels to compensate for vision or hearing impairments.<ref>{{cite news|title=UCL synthetic touch technology could transform healthcare|publisher=Financial Times|date=11 Oct 2024}}</ref>
Combining haptic displays with VR/AR can create powerful accessibility tools, allowing alternative sensory channels to compensate for vision or hearing impairments.<ref>Financial Times. (2024, October 11). UCL synthetic touch technology could transform healthcare. *Financial Times*.</ref>


=== Rehabilitation ===
=== Rehabilitation ===


Combining haptic exoskeletons with VR accelerates stroke recovery by increasing engagement and repetitions. The gamification of rehabilitation exercises through VR with haptic feedback has shown significant improvements in patient motivation and outcomes.<ref>{{cite journal|title=Efficacy of VR-based rehabilitation in stroke|journal=Annals of Medicine|year=2023|volume=55|issue=2}}</ref>
Combining haptic exoskeletons with VR accelerates stroke recovery by increasing engagement and repetitions. The gamification of rehabilitation exercises through VR with haptic feedback has shown significant improvements in patient motivation and outcomes.<ref>Annals of Medicine. (2023). Efficacy of VR-based rehabilitation in stroke. *Annals of Medicine*, *55*(2).</ref>


=== Telepresence and Teleoperation ===
=== Telepresence and Teleoperation ===
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== Standards and Interoperability ==
== Standards and Interoperability ==


* '''[[ISO 9241-910]]/920''' provide terminology and design guidance for tactile/gestural interfaces.<ref>{{cite web|title=ISO 9241-910:2011 – Ergonomics of human-system interaction – Framework for tactile/haptic interaction|url=https://www.iso.org/standard/51097.html|access-date=29 April 2025}}</ref>   
* '''[[ISO 9241-910]]/920''' provide terminology and design guidance for tactile/gestural interfaces.<ref>International Organization for Standardization. (2011). ISO 9241-910:2011 – Ergonomics of human-system interaction – Framework for tactile/haptic interaction. Retrieved April 29, 2025, from https://www.iso.org/standard/51097.html</ref>   
* '''[[IEEE VR]]''' and '''[[SIGGRAPH]]''' host annual Haptics symposia where new devices debut.   
* '''[[IEEE VR]]''' and '''[[SIGGRAPH]]''' host annual Haptics symposia where new devices debut.   
* '''[[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.
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=== Power and Cost Limitations ===
=== Power and Cost Limitations ===


Many advanced haptic technologies require significant power and can be expensive to produce, limiting their adoption in consumer devices. Research into energy-efficient actuators and more cost-effective manufacturing methods is ongoing.<ref>{{cite journal|title=Is modularity the future of haptics in XR? A systematic literature review|journal|Virtual Reality|year=2025}}</ref>
Many advanced haptic technologies require significant power and can be expensive to produce, limiting their adoption in consumer devices. Research into energy-efficient actuators and more cost-effective manufacturing methods is ongoing.<ref>Virtual Reality. (2025). Is modularity the future of haptics in XR? A systematic literature review. *Virtual Reality*.</ref>


== Future Directions ==
== Future Directions ==
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=== Self-Powered Haptic Systems ===
=== Self-Powered Haptic Systems ===


Recent research has produced breakthroughs like self-powered [[electrotactile glove]]s that use triboelectric textiles to generate their own stimulation current, eliminating the need for external power sources and reducing weight.<ref>{{cite journal|title=Self-powered electrotactile textile haptic glove|journal=Science Advances|year=2025|doi=10.1126/sciadv.adt0318}}</ref>
Recent research has produced breakthroughs like self-powered [[electrotactile glove]]s that use triboelectric textiles to generate their own stimulation current, eliminating the need for external power sources and reducing weight.<ref>Science Advances. (2025). Self-powered electrotactile textile haptic glove. *Science Advances*. doi:10.1126/sciadv.adt0318</ref>


== See Also ==
== See Also ==