Two years ago, I entered a nondescript office building in Bellevue, Washington. It was for a job interview, though I wasn’t sure exactly what I'd applied for. The startup was in stealth mode. They didn’t have a website. I couldn’t find anything on Google. I only knew the company was called “AxonVR.” I walked down brown and beige hallway adorned with flickering fluorescent lights and small office rooms with mahogany veneer tables. This was [...]
This is the first post in a series on the basics of haptic technology and perception. This installment focuses on tactile feedback. Subscribe to our newsletter to get these delivered straight to your inbox. Six months ago, most people would have had to look up the word haptics. Now, it seems to be on everyone's lips in the world of VR and AR. The definition of the word “haptics” is straightforward: technology that interfaces with a user through their [...]
SEATTLE, WA, November 20, 2017 – HaptX Inc., formerly AxonVR Corporation, announced today its first product, HaptX Gloves, the world’s only haptic wearable to bring realistic touch and force feedback to virtual reality. “HaptX Gloves are the result of years of research and development in haptic technology,” said Jake Rubin, Founder and CEO, HaptX Inc. “What really sets HaptX Gloves apart is the unprecedented realism they deliver. Our patented microfluidic technology physically displaces the skin [...]
In the field of haptics, it’s hard to avoid jargon: ERM, LRAs, piezoelectric, microfluidics, vibrotactile, two-point threshold—the list goes on. That’s why we’ve cooked up a lot of metaphors and phrases for explaining haptic technology to the uninitiated. One of my favorites is the concept of symbolic haptics versus realistic haptics.
At HaptX, we’re working on haptics, an industry that almost every analyst has projected to have a double digital CAGR for the next five years. For that reason, we recently sought out James Hayward, an analyst with IDTechEx who focuses on wearables, sensors, and haptics to get his take on the broader industry trends and learn a little more about his approach to researching companies and new technologies.
The realization of technology capable of delivering realistic and complex haptic feedback is like going from having a Kodak camera to having a digital camera with photoshop. We’ve unlocked a palette of tools, filters, and colors, all of which are unfettered from reality. In VR, we can edit not only the reality you can see, but also the reality you can feel.
Kent Bye's Voices of VR is the de facto podcast for those interested in virtual and augmented reality. At GDC this year, Jake Rubin, HaptX founder and CEO, sat down with Kent to discuss HaptX's advanced haptics technology. The Voices of VR has hosted an array of thought leaders, including Tom Furness, Nonny de la Peña, and Mel Slater. From Kent Bye: "I had a chance to talk with HaptX CEO Jake Rubin about the process [...]
At HaptX, we believe your hand should be your hand, your body should be your body, and virtual objects should feel like real objects. These are simple ideas, and they have broad implications for how we interact with the technology of the Experience Age.
We imagine a future in which digital experiences are indistinguishable from real life, enabled by a full-body haptics suit like those popularized in Ernest Cline’s Ready Player One. That’s why when I watched the game trailers at E3 this year, I couldn’t stop fantasizing about a future of haptics-driven gaming.
I'm pleased to share a major milestone in our vision of delivering realistic touch and creating a world in which virtual reality is indistinguishable from real life. The US Patent and Trademark office recently issued our keystone patent, Whole-Body Human-Computer Interface. This patent enables us to deliver a suite of products which will provide advanced haptic feedback for a wide range of enterprise customers in location-based entertainment, training and simulation, and design and manufacturing.