Haptic technology in the context of Somatosensory system


Haptic technology in the context of Somatosensory system

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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 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 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 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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Haptic technology in the context of PlayStation

PlayStation is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists of handhelds, online services, magazines, and other forms of media.

The brainchild of Sony executive Ken Kutaragi, the brand began with the first PlayStation home console released in Japan in 1994 and worldwide the following year, which became the first console of any type to ship over 100 million units, which made PlayStation a globally recognized brand. Since then there have been numerous newer consoles—the most recent being the PlayStation 5 released in 2020—while there have also been a series of handheld consoles and a number of other electronics such as a media center and a smartphone. The main series of controllers utilized by the PlayStation series is the DualShock, a line of vibration-feedback gamepads. SIE also operate numerous online services like PlayStation Network, the PlayStation Store, and the subscription-based PlayStation Plus, which may also offer non-gaming entertainment services; the PlayStation Network has over 103 million active users monthly as of December 2019.

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Haptic technology in the context of Human mission to Mars

The idea of sending humans to Mars has been the subject of aerospace engineering and scientific studies since the late 1940s as part of the broader exploration of Mars. Long-term proposals have included sending settlers and terraforming the planet. Currently, only robotic landers, rovers and a helicopter have been on Mars. The farthest humans have been beyond Earth is the Moon, under the U.S. National Aeronautics and Space Administration (NASA) Apollo program which ended in 1972.

Conceptual proposals for missions that would involve human spaceflight started in the early 1950s, with planned missions typically expected to take place between 10 and 30 years after they were drafted. The list of crewed Mars mission plans shows the proposals put forth by multiple organizations and space agencies in this field of space exploration. These plans have varied—from scientific expeditions, in which a small group (between two and eight astronauts) would visit Mars for a period of a few weeks or more, to a continuous presence (e.g. through research stations, colonization, or other continuous habitation). Some have also considered exploring the Martian moons Phobos and Deimos. By 2020, virtual visits to Mars, using haptic technology, had also been proposed.

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Haptic technology in the context of Xbox One

The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third console in the Xbox series. It was first released in North America, parts of Europe, Australia, and South America in November 2013 and in Japan, China, and other European countries in September 2014. It is the first Xbox game console to be released in China, specifically in the Shanghai Free-Trade Zone. Microsoft marketed the device as an "all-in-one entertainment system", hence the name "Xbox One". An eighth-generation console, it mainly competed against Sony's PlayStation 4 and Nintendo's Wii U and later the Nintendo Switch.

Moving away from its predecessor's PowerPC-based architecture, the Xbox One marks a shift back to the x86 architecture used in the original Xbox; it features an Accelerated Processing Unit (APU) from AMD built around the x86-64 instruction set. Xbox One's controller was redesigned over the Xbox 360's, with a redesigned body, D-pad, and triggers capable of delivering directional haptic feedback. The console places an increased emphasis on cloud computing, as well as social networking features and the ability to record and share video clips or screenshots from gameplay or livestream directly to streaming services such as Mixer and Twitch. Games can also be played off-console via a local area network on supported Windows 10 devices. The console can play Blu-ray Disc, and overlay live television programming from an existing set-top box or a digital tuner for digital terrestrial television with an enhanced program guide. The console optionally included a redesigned Kinect sensor, marketed as the "Kinect 2.0", providing improved motion tracking and voice recognition.

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Haptic technology in the context of Ubiquitous computing

Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.

This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical computing, the Internet of Things, haptic computing, and "things that think".Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavors of ubiquitous systems and applications can be described.

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Haptic technology in the context of DualShock

The DualShock (originally Dual Shock, trademarked as DUALSHOCK or DUAL SHOCK, with the PlayStation 5 version as DualSense) is a line of gamepads developed by Sony Interactive Entertainment for the PlayStation family of video game consoles. It is named for vibration-feedback and analog controls. Introduced in November 1997, it was initially marketed as a secondary peripheral for the first PlayStation console. The console's bundle was updated to include DualShock, and phase out the original PlayStation controller and the Dual Analog Controller. The DualShock is the best-selling gamepad of all time by units sold, excluding bundled controllers.

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