Technology

Disruptive approach to human machine interaction

Go Touch VR was funded by haptic scientists from surface haptics to telerobotics coming from a top of the class research program.

Starting from the neuroscience of manipulation, they applied reverse engineering methods to developed the technology at the base of VRtouch.

What is Haptics

Haptics, or the sense of touch, is a bilateral sense perceiving mechanical or thermal stimuli.

Haptics is bilateral because haptic sensations are in response to an action, and the relation between the action performed and the reaction perceived generates the sense of touch. When you push a button, the push feeling is a consequence to the movement of your finger and relative response of the button.

The secret of designing great and usable haptics devices is knowing the rules governing the relationship between action performed and reaction perceived, and designing a system that is good enough for the purpose.

Haptics technolgy can be dodgy, in some cases you need tenth of nanometers actuator resolution, in some others, millimeters are more than enough.

The task to solve determines the engineering of the technology, not the other way around.

For further information about haptics, listen to the podcast recorded with Virtuality Podcast.

Go Touch VR

How Go Touch VR is different

We designed the Go Touch VR technology around the neuroscience of manipulation and touch. By studying in deep how humans manipulate and touch objects, we were able to find the most relevant perceptual cue allowing to touch and manipulate effectively virtual objects.  

We wanted something highly performing and extremely simple to use.

Our tech is far from the current haptics solution employed in VR/AR interaction system which are based on vibrational coil or force feedback solution. The former were designed to give the user information while holding a mobile phone in the pocket, where the latter were designed for telerobotics systems.

We coupled this with our expertise in Haptics signal rendering and design across multiple technologies, and we delivered a performing tech that can be used, embedded, and delivered in today's VR/AR ecosystem, enabling natural interaction with virtual objects.