Go Touch! The simplest and most effective finger tactile feedback solution

Sometimes the simplest solution is the smartest solution. Go Touch VR provides tactile simulation of your fingertips with a small and simple haptic device, and the result is quite effective.

It can be said "obvious", but this is the first time I have learned about the VR haptic feedback solution of Go Touch VR, which provides various forces to the fingertips by moving the flat plastic back and forth. Simple, but very attractive. It feels like you are pressing your finger on a flat surface, such as a table.

Traditional vibrations (such as gamepads), as well as more modern linear actuators (VR motion controllers) can provide a variety of vibrations and audio cues. Sometimes rumbles can be used as direct feedback (such as the recoil caused by firing). In general, haptics are more abstract than this. For example, when you press a button, you feel a shock, but pressing a button does not cause your hand to “vibrate”. So in this case, the rumbling sound is abstract rather than direct (that is, this requires the brain to interpret, and to associate the message of expression with vibration).

Although Rumble is widely used for this abstract method, if you want to maximize the use of more immersive direct methods, this seems to be the best shotgun game. However, in VR, we have found that many non-lance experience, such as grabbing, touching, and manipulating objects, will not experience vibrations in real life. It is difficult to express meaningful and direct feedback through vibration.

And Go Touch VR is precisely hope that through their "VR Touch" touch to make VR in the capture, touch and manipulation and other actions more realistic. Its Executive Director Eric Vezzoli said that the VR Touch is a simple and compact device that can be attached to the end of the finger and that only a single plastic pad can apply different forces.

This force can achieve a very realistic grabbing and touch feeling. VR Touch can realize the feeling of the object directly pushing back the finger instead of the abstract vibration.

For hand tracking of such non-controller VR input solutions, the VR Touch can provide the necessary information when the user actually "grabs" a virtual object. Compared with “grabbing out of thin air”, actually pushing back on your finger indicates that you and the subject are indeed in contact, and this approach is more immersive. The hand tracking of this “grabbing” cannot provide the user with “accurate” contact because no real object provides feedback for the finger. This problem is currently plaguing the non-controller VR input, which is a problem that VR Touch is expected to solve.

Go Touch VR demonstrated VR Touch at this week's SVVR 2017 Conference. They used the Oculus Rift headshot and agile hand tracking technology. My thumb, forefinger and middle finger were wearing VR Touch components, respectively, and they were fixed with a small elastic band of Velcro.

In the demo demo, I found that the haptic feedback of VR Touch is very suitable for pressing buttons and poking/grabbing objects.

Again, the key is to provide useful feedback to show that the virtual finger interacts with the virtual object. But this is not just useful. This kind of tactile feedback is just like what you would expect from an object. This direct feedback immediately establishes a connection with the brain. Whenever your fingertip touches an object, the brain feels like it is real.

In many demos, I tried an abstract feedback that tried to express the heat emitted by a small fire. From an information point of view, this kind of feedback is very useful (I know this pile of fire may be dangerous), but as you might expect, this feedback is in fact less reliable because the flame does not push your hand back. .

I also tried a single VR Touch component. Of course, I think the three components are more immersive.

I was amazed at the small size of VR Toucu, which in its current state can easily provide enough force to mimic touch, just as you would expect when touching and holding a small object.

However, this does not mean that the device is ready for market. The VR Touch prototype I experienced was made by 3D printing and manual assembly. However, the team said that the battery life of a single charge can be up to 2 hours (as the device matures, it will have greater improvement). After 10 minutes of use, the elastic band attached to the finger causes a decrease in blood circulation, which is evident when I pick it off (hemp). Executive Director Eric Vezzoli told me that the final product will solve this problem. They will use materials that can provide greater friction between contact points, thereby reducing reliance on elastic bands ( In fact, current 3D printed plastics are very smooth and have little friction).

He said that the final VR Touch form factor is expected to become more compact, they will also cleverly add some physical controls to help interact, such as buttons.

Each component will also include an inertial measurement unit that can be combined with other tracking solutions to enhance the finger-level tracking required for effective operation of the VR Touch. When I saw VR Touch using agile hand tracking, Vizzoli pointed out that the device can run multiple tracking technologies, including integration into glove-based systems.

Go Touch VR is currently seeking developer community interest in pre-order development kits, and they are also actively financing to continue to grow the company.

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