Haptics As Fast As Possible

Techquickie ·Techquickie ·2016-05-06 · 1,037 words · ~5 min read
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0:00 on today's episode of Techquickie we are going to get a little touchy feely
0:05 which no no not like that but we are going to talk about haptics technologies
0:10 that create realtime feedback effects with touch rather than relying only on
0:15 the sounds from a pair of headphones or images on a screen so arcade games going
0:21 all the way back to the mid 1970s have used force feedback particularly in
0:25 things like driving games where your steering wheel or your handlebars would
0:30 shake after you spent another 25 cents on crashing and burning yet again theme
0:35 parks later took this idea a few steps further with moving theater rides where
0:40 your seat or even the entire room would shake and vibrate to simulate an
0:45 adventure through some Fantastical land but in the mid 1990s we started to
0:50 finally see consumer grade haptics like the interactor vest in 1994 an early
0:57 wearable technology that plugged into your TV and converted certain
1:01 frequencies of audio into vibrations that you could feel in your chest with
1:06 the idea being to make sounds like explosions more realistic and immersive
1:11 of course what you were really doing was strapping a glorified subwoofer to your
1:14 body but progress is progress 3 years
1:18 later in 1997 Nintendo released the rumble pack for its Nintendo 64
1:24 Controller adding an extra bit of punch to now famous titles like Star Fox and
1:28 Super Smash Brothers and while the gentle rumbling of the
1:32 pack in your hand wouldn't truly make you feel like you were in the cockpit of
1:36 an xwing having just gotten blasted it was a nice additional feature that
1:40 enhanced the gaming experience enough that this sort of force feedback is now
1:44 a standard feature in many modern
1:48 controllers today though there's far more in the works than just making your
1:52 game pad shake a bit modern haptic Technologies typically take the form of
1:57 physical actuators that can VI in precise ways to mimic textures or
2:03 provide more precise feedback than earlier Solutions the recently released
2:08 steam controller features track pads that simulate a wide variety of in-game
2:13 effects such as recoil from a gun and can also fool your fingers into thinking
2:18 they're using a clicky Mouse wheel or a track ball although the actual surface
2:23 itself is smooth and Apple's taptic
2:26 engine is capable of making your laptop touchpad emulate bumpy or pitted
2:31 surfaces and downward Clicks in addition
2:34 to the usual force feedback so other
2:37 types of controllers and input devices we may see in the future could offer so
2:42 much more even things like resistance effects where picking up a heavy object
2:46 in game can feel heavier to your fingers
2:49 and we're also starting to explore how haptics can be used to put more reality
2:54 in virtual reality especially when it comes to haptic devices that can be
2:57 paired with VR headsets several kinds of
3:00 prototype haptic gloves have been developed using physical actuators in
3:05 individual fingers or even selectively inflatable air pockets to give users the
3:10 sense of touching and moving around a virtual world but lonus does this stuff
3:16 have any application Beyond gaming and showing off my expensive Apple toys to
3:19 my friends well of course it does designers that work with 3D models will
3:24 benefit from haptics in a huge way as they'll be able to use haptic gloves to
3:28 feel an object object modeled on screen or perhaps as an augmented reality
3:34 hologram right in front of them before it's manufactured and for folks that
3:38 have been afflicted by blindness haptics may offer a window to the world through
3:42 devices like tacet which provides forc feedback to let patients know what's
3:46 around them using Sonar and speaking of medical applications Engineers are also
3:51 looking at ways to provide tactile feedback to Physicians that need to
3:54 perform surgery on Far Away patients using a robot ARM and remote controller
4:00 that can mimic the feeling of the patient's body part allowing for much
4:04 greater Precision in situations where a supervising surgeon can't physically be
4:08 in the operating room I mean just think one day haptic feedback will not only be
4:14 the way to give yourself carpal tunnel because you can't put down your Oculus
4:17 Rift it might be the way your surgeon heals your hand speaking of learning
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