In this blog we will be talking about different types of Haptic Feedbacks and its used in VR Technology using these two articles/ podcasts:
Reach out and touch someone haptics, tactile presence, ANO making VR Physical, by Peter Rubi
Voices of VR Podcast #351: Redirected Touch: Using Perceptual Hacks to Create Convincing Haptics
(Haptic VR Suit)
Reach out and touch someone haptics, tactile presence, ANO making VR Physical
This text on haptics and virtual reality was fascinating, and it made perfect sense in light of everything we'd learnt thus far. It was intriguing to learn about the advancements in the realm of haptics. It is, without a doubt, far more sophisticated than I anticipated. And it's unquestionably more difficult than it is advanced, which tells something about how far we've come. "But what about texture?" was one of the text's sentences that I particularly liked. How might we be able to distinguish soft pima cotton from pebbled leather—or even smooth skin?" These questions reflect the amount of effort (having gotten to a point where this is the 'new question'), dedication (wanting to achieve this), and quality (having the technologies that allow for these types of sensibility and precision) that goes into the study of haptics in virtual reality.
Lastly, I really liked the new taxonomy that was created for the user’s feeling of presence which was distinguished into five categories:
Sensory: The stimuli created by the hardware-visual display or haptic feedback
Cognitive: Mental engagement, like solving mysteries
Affective: The ability of a virtual environment to provoke a fitting emotional response
Active: Empathy or other personal connection to the virtual world
Relational: The social aspects of an experience
Thanks to this taxonomy I was able to better understand the complexity of haptics and how they relate to the sense of presence, something that had only been emphasized on the visual and audio sides of VR.
Redirected Touch: Using Perceptual Hacks to Create Convincing Haptics
This podcast on haptics and the perceptual tricks that go into generating believable ones was fascinating since it provided insight into the difficulties developers confront and the necessity of overcoming them. I loved how Luv Kohli emphasized that the ultimate potential of virtual reality is to connect users with our real-world and its realism, which emphasizes the necessity of the field's advancement and the importance of continuing to evolve and solve difficulties that arise. One of the important factors mentioned by Kohli was having good haptics accuracy, as touch is not the primary sense the brain reacts to, and when in doubt, it will rely on/trust the eyes more than the haptics feedback, breaking the sense of presence and affecting the player's belief in the reality in front of them (they are experiencing).
One of the challenges that virtual reality had yet to overcome at the time was the combination of redirected walking and redirected touching (explore and touch in large environments), which would enhance the realism of the experience, though problems with mapping (placement) (due to the user's rotation and the real-world position of objects) are one of the reasons it is so difficult to achieve.
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