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Blog Disney’s Aireal provides haptic feedback allowing users to ‘feel’ virtual objects
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  • Author Author: Catwell
  • Date Created: 6 Aug 2013 7:50 PM Date Created
  • Views 315 views
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Disney’s Aireal provides haptic feedback allowing users to ‘feel’ virtual objects

Catwell
Catwell
6 Aug 2013

image

Aireal demonstrating a haptic feedback event (via Disney)

 

Gamers have been using haptic feedback game-pads since Nintendo released the Rumble Pak for its N64 controller back in 1997. After its initial launch, almost every other mainstream console manufacturers thereafter (Sony, Sega and Xbox to name a few) featured controllers with haptic feedback built into them, which provided a level of immersion into the games themselves. Fast forward to 2010 and haptic feedback in gaming devices are still present and considered more as a staple rather than a feature. Even mobile devices are outfitted with haptic feedback, such as vibration alerts for incoming calls, text messaging and screen interactions - a pervasive concept. A new interaction standard was released in 2010 as Microsoft introduced their Kinect camera system that provided consumers a completely new level of immersion, rumble pads seemed like a toy afterward. Combining the two would be absolutely incredible and would provide a unique experience when it comes to game interaction. But joining the two together seemed impossible, at least that was the case until Disney decided to give it a try. The company’s research department is developing a device, known as Aireal, which allows users to actually feel virtual objects, textures or a virtual form of haptic feedback using the air itself.

 

The device isn’t some massive air compressor that bursts air pressure at the user but rather a relatively small devices that unleashes small ‘air-donuts’ that are actually small traveling low-pressure bubbles that simulate the feeling of substance when touched. Researchers designed the Aireal using a 3D printed enclosure that’s outfitted with micro-subwoofer speakers that encompass five sides of the device. The speakers emit a burst of low-frequency pressure that is forced through a small flexible nozzle at the front of the device, which forms small vortices that create what Disney calls ‘dynamic free-air sensations’. A small IR camera is attached to the front of the device that tracks the user’s body and aligns itself to the user’s position using pan and tilt motors to correctly aim its nozzle. Disney researchers have designed two prototypes with one for an individual and a larger version for groups with gaming demos for each. The first demo involves using a table display with a projector housed underneath, which projects a small butterfly that flies around the screen. Players attempt to capture the butterfly, which is projected on their hands when they get in range. While you cannot actually feel the butterfly, you can feel the simulated air movement of its wings while in flight. The other demo involves using an air gun to fire simulated, slow-moving cannon balls between two players that have a chance to dodge the incoming projectiles. The device has its drawbacks at this point in its development however, as the micro-subwoofers are not completely silent and the vortices produced are not consistent from one to another. Interaction is also an issue as there is a delay of about 150 milliseconds (for the larger version) between body detection and vortices produced but the research team is looking to solve these problems through increased development cycles. Still, it’s an amazing feat to feel tangible sensations through gesturing, which should bring increased immersion in the gaming world. Soon, there will be some who never want to leave their virtual world… (WoW fans aside.)

 

C

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