Haptic technology in the context of "Haptic communication"

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⭐ Core Definition: Haptic technology

Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to feel virtual objects and events in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Ancient Greek: ἁπτικός (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.

Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Vibrations and other tactile cues have also become an integral part of mobile user experience and interface design. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous, kinaesthetic and haptic. All perceptions mediated by cutaneous and kinaesthetic sensibility are referred to as tactual perception. The sense of touch may be classified as passive and active, and the term "haptic" is often associated with active touch to communicate or recognize objects.

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👉 Haptic technology in the context of Haptic communication

Haptic communication is nonverbal communication and interaction via the sense of touch. Touch can come in many different forms, some can promote physical and psychological well-being. A warm, loving touch can lead to positive outcomes while a violent touch can ultimately lead to a negative outcome. The sense of touch allows one to experience different sensations such as pleasure, pain, heat, or cold. One of the most significant aspects of touch is the ability to convey and enhance physical intimacy. The sense of touch is the fundamental component of haptic communication for interpersonal relationships. Touch can be categorized in many terms such as positive, playful, control, ritualistic, task-related or unintentional. It can be both sexual (kissing is one example that some perceive as sexual), and platonic (such as hugging or a handshake). Striking, pushing, pulling, pinching, kicking, strangling and hand-to-hand fighting are forms of touch in the context of physical abuse.

Touch is the most sophisticated and intimate of the five senses. Touch or haptics, from the ancient Greek word haptikos, is vital for survival.Touch is the first sense to develop in the fetus. The development of an infant's haptic senses and how it relates to the development of the other senses, such as vision, has been the target of much research. Human babies have been observed to have enormous difficulty surviving if they do not possess a sense of touch, even if they retain sight and hearing. Infants who can perceive through touch, even without sight and hearing, tend to fare much better.

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Haptic technology in the context of Virtual reality

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback but may also allow other types of sensory and force feedback through haptic technology.

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Haptic technology in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Haptic technology in the context of Game controller

A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.

Game controllers may be input devices that only provide input to the system, or input/output devices that receive data from the system and produce a response (e.g. "rumble" vibration feedback, or sound).

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Haptic technology in the context of Human–computer interaction

Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe how people interact with computers and design technologies that allow humans to interact with computers in new ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts.A device that allows interaction between human being and a computer is known as a "human–computer interface".

As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, The Psychology of Human–Computer Interaction. The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field.

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Haptic technology in the context of Alphanumeric keyboard

The technology of computer keyboards includes many elements. Many different keyboard technologies have been developed to meet consumer demands and optimized for industrial applications. The standard full-size (100%) computer alphanumeric keyboard typically uses 101 to 105 keys; keyboards integrated in laptop computers are typically less comprehensive.

Virtual keyboards, which are mostly accessed via a touchscreen interface, have no physical switches and provide artificial audio and haptic feedback instead. This variety of keyboard can prove useful, as it is not limited by the rigid nature of physical computer keyboards.

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