A colleague once told me, “Talking about VR is like dancing about architecture.” It’s hard to convey the experience of virtual reality through words and pictures. It’s even harder when you add touch to the mix. Outside of experiencing HaptX Gloves first-hand, we’ve found that video is the best medium to communicate how they feel, what they enable, and why they’re special. When we announced the HaptX Gloves Development Kit last month, a video [...]
You’re always touching something, 24 hours a day, 7 days a week. Clothing, cell phones, car keys, other people: we interact with all these things and many more everyday through touch. And yet, our world is changing. Our day to day routines are becoming more and more digitized between email, text messages, and social media. Touch is no exception. Price is a Co-Investigator on the IN-TOUCH project, and is the Professor of Digital [...]
By Greg Bilsland | Former Sr. Communications Manager Kate Edwards shares a quality with many people in the game industry: She didn’t set out to work in games. Edwards served as the Executive Director of the International Game Developers Association for five years, during which she fought to increase awareness about inclusivity and work-life balance for an industry that continues to rapidly evolve. Reflecting on her career and her time at the IGDA, she [...]
By Greg Bilsland | Former Sr. Communications Manager A couple months ago on a murky Seattle day, my colleague Andrew and I were at the HaptX office discussing the upcoming release of Ready Player One. The new trailer had dropped, and it showed a set of haptic VR gloves worn by protagonist Wade Watts. Having read the book, I wasn’t surprised to see haptic gloves featured in the movie; I was surprised to see them [...]
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 [...]
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.
People come to me to pitch their wildest ideas.
I signed myself up for this when I founded Proof of Concept, my early-stage technology development company. Over the years, people have walked through my door and pitched perpetual motion machines, zero-point energy devices, and all manner of other physically impossible doodads.
HaptX's technology delivers the most realistic touch sensations in the world, and I'm one of the lucky few who gets to share it with people.
In my last three posts, we discussed tactile feedback, vibrotactile (vibration) feedback, and thermal feedback. This time, may the force be with you as we dive into force feedback.
In my last two posts, we dissected tactile feedback and vibrotactile (vibration) feedback. This time, things are heating up (and cooling down), as we dive into thermal feedback.
Most of us understand that thermal feedback is what lets you know that an ice cube is cold and a flame is warm; however, thermal feedback is more than just temperature.