Day 2 of @SHaptics kicks off with an overview of Smart Socks from @SensoriaInc, tracking gait for rehabilitation (no #HapticFeetback tho?). Privacy concerns & data sharing addressed early on.
Text in slide showing a sock with fingers pinching it: 1) comfortable and washable, 2) three textile pressure sensors embedded into plantar area, 3) sensoria cute possessor, imu, rechargeable battery and Bluetooth
I spoke too soon! Sock 3.0 uses haptics to help Parkinson's patients avoid falls. #HapticFeetback helps with freeze of gait (FOG) events responsible for falls.
Parkinson's patient in video: "it feels like my legs are deaf, the signal just doesn't get there". Haptics somehow counteracts that effect.
Next up: Richard Vincent (Fundamental VR) discussing the role of haptic feedback in surgery to achieve "pre-human competence" (cc @jsnrchr).
Adding haptics improved success of surgical training, but development involved challenges: how to represent human anatomy in surgical simulation? Different representational models for image rendering vs accurate touch rendering.
Focus on developing a haptic SDK allowing "anyone to build experiences without the need to write any haptic code," effectively deskilling the process of creating haptic content (identified as a consistent challenge for the field).
Ok now we're getting the Haptics 101 lecture in an advanced PhD seminar, this is funny.
Running through all the reasons we'd use haptic feedback, this is straight from the 1950s: reduce load on the other senses, sensory substitution, discrete channel.
Talk by Guus de Hoog from Elitac Wearables is a little bothersome for the way it claims sensory substitution systems work well for their users. Widely disputed both w/ image & sound substitution using vibration. For ex, this response to Sound Shirt. link.medium.com/LBV8ZqS7Avb
Haptic feedback is a hammer, everything is a nail!
BY THE POWER OF HAPTICS
Nick Colonnese from @Meta up now, discussing haptics in the, urg, metaverse, running through a range of challenges related to VR haptics (no reason other than marketing for using the m-word here, this same talk was "haptics in VR" last time I saw it...
Anyway...3 challenges: 1) actuation, 2) wearability, 3) perceptual understanding. There's no acknowledgement of Meta's ethical issues/why we'd trust them with our hands.
Fantastic question from Hong Tan: will we ever have a general-purpose haptic device or is it just time to give up on that dream? Will we ever have the haptic version of a monitor & speakers? Damn.
Nick is so far away product development (a self-described egghead closer to an academic researcher), so doesn't know which devices under development will make it to market. @EricVezzoli: will you make any of these designs open source?
Taking this chance to slide my piece on Meta's prototype haptic glove into the thread bc I think these ethical issues need to be addressed at early stages & those questions aren't being asked here. reallifemag.com/cant-touch-thi…
Nick predicts, 10 years from now, spending 1/2 of his awake time in the metaverse, ummmm have fun with that.
Tyler Gibson (@magicleap) makes the point that depending on how we define the term, we've been in the metaverse for 15ish years & this was a smart point but also why it's a garbage term.
Gibson: smartwatch haptics need to go from 1 bit to 3-4 bits and... we're definitely already there, just no formalized/standardized language.
I have one wish with this conf: more acknowledgement of social histories of technology & that predictions about future tech are also social & cultural predictions.
"The social" is reduced to products & markets. Which maybe is to be expected at an industry conf, but also what happens when engineers run an industry (not unique to haptics but still...).
Hong Tan killing it again: "we don't really know how to talk to touch. Still." Damn.
When Gibson says "the body will be an internet of things hub" I'm catching this vibe
Nick: trading TV time for VR time would be a huge win...but why is TV bad? And reminded of Arthur C Clarke's quote from the back of @hrheingold' Virtual Reality: “Virtual Reality won’t merely replace TV. It will eat it alive.”
Robert Desautels from @dboxtech up now, explaining how they integrate haptic feedback into games, custom effects added to games, varies based on gaming scenario.
Feedback from games is adjustable, can tweak motion & vibration independently.
The @dboxtech designers all have audio/music backgrounds, skills translate to haptic effects banks design.
100-200 hours of labor to encode haptics for a 2-hour film.
Closing out the conference: @jas_x_flowers on chemical interfaces, aka the truly neglected senses. This is the wildest research of the conf.
(left image is Heilig's Sensorama, right is Meta's haptic glove prototype, neither are chemical interfaces obv)
Olfactory interface for activating different receptors, activating temperature perception.
Multimodal display: can produce temperature sensations & also blend in smell.
"Chemesthesis": "the sensitivity of mucosal surfaces to environmental chemicals", enables what @jas_x_flowers & @xjasminelu are calling "chemical haptics".
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Thinking a lot about the relationship between sex tech & haptics, in the wake of @SHaptics. Had lots of discussions w/folks there about the firewall between the two, and how that firewall was used at this conf.
Some of this comes from exp by attendees: sex tech is so titillating that it becomes low-hanging fruit when it gets discussed at a conf, sucking up all the air in the room.
And I feel this: I've been giving talks on haptics, mostly at Media Studies/humanities confs for ~15 years. If I don't bring it up (and...I bring it up a lot!), someone else will. This is a practical challenge: you don't want that to be the only thing someone takes away...
Brian Kappus (@ultraleap) on midair #haptics for automotive & I feel like I've been hearing about this for a while now. Found the midair stuff really underwhelming standing still concentrating bwithout the vibration of a car at 70 miles an hour. #SmartHaptics
Requires a 256 transducer array mounted in the center console, that thing is getting sooo much coffee spilled on it
(very common use of the singular 'haptic' here, as in "interacting with the haptic", as in a single haptic element)
At next week's @SHaptics conf in Seattle, I'm joining the @HapticsClub podcast crew for a live-on-stage episode looking back at predictions made by their guests about the future of #haptics. To prep, I'm reviewing predictions, will share some thoughts in this thread (1/n).
Tagging @EricVezzoli & @ChickTech in here to do the same, we've got 33 episodes to tear through between us, so buckle up. 1st on my list is @shorlydan on sex tech & wow I got tiny vacuum sucked into listening to this whole thing, fascinating (2/n). podcasts.google.com/feed/aHR0cHM6L…
Dan's answer starts off with a discussion of the ongoing stigmatization of sex tech by #haptics community/industry, true since field's inception & unfortunately continues today. Worth noting: the RealTouch inventor worked as a product dev for Immersion Corp (3/n)
It's kinda sad to see this company drop any pretense of actually trying to build/develop anything themselves...they basically exist to leverage their patent portfolio at this stage...
CEO basically admitted as much in latest earnings report:
"We are laser-focused on ensuring our relevant intellectual property for the AR/VR/metaverse market is recognized, either through the execution of licenses or by proactive enforcement."
.@elizejackson's 'disability dongle' has been v helpful for me in thinking about haptics/accessibility tech. Expanded treatment here w/@FractalEcho & @alexhaagaard is brilliant & required reading for anyone promoting digital 'fixes' for disability. blog.castac.org/2022/04/disabi…
And as a bonus: one of their exs in the piece is foot haptics/haptic feetback/haptic shoes, consistently pushed as navigational aids for blind and low-vision people, despite their repeated failures to provide practical advantages over canes.
"This is another characteristic of the Disability Dongle: a cycle of repetition and replication that traps our collective imagination in a designerly Groundhog Day, as the same thing is invented for the first time over and over again."