Haptics: The Sensory Frontier
The various aspects of the collective areas of Extended Reality (XR) push the boundaries of immersion, one aspect often overlooked is the sense of touch. Enter the realm of haptic wearable technology, which are revolutionising how we interact with digital environments, although not new technology some fascinating applications are currently available and in development. Haptics offers users a tangible experience of virtual experiences.
I have been looking around at different haptics currently available, for my own PHD research. I am most interested in the haptic types, contact points, haptic customisability, cost (in relation to accessibility), and cross platform integration. This article is a synopsis of that research focusing on just three of the many that are out there, specifically around not just gaming but also general virtual playable experiences, it is not a complete list just the tip of the haptic iceberg.
Tesla Haptic suit

A made to measure haptic suit by Tesla that they says it is a “Human-to-digital interface designed to monitor human behavior and improve performance…”. As well as haptic feedback, it monitors biometrics and is also a motion capture suit all in one. The suit utilises “… uses electro muscle stimulation (EMS) and transcutaneous electrical nerve stimulation (TENS)…” to provide a sensory experience. There is also a “Medical Edition” which features zips, Tesla says it was“…created for people with particular movement limitations.” particularly for “…those who cannot dress independently.”

Cost: $ 12,999 (USD)
Channels: 80
(Website: https://teslasuit.io)
Shockwave suit

A four way stretch washable haptic suit that also doubles as a motion capture suit though there is a version without the motion capture element. The suit are currently available for pre-order for Q1 2024. They are said to provide feedback for both combat and “... even the most gentle touch in VR.” The Suit runs on 3 x AA batteries.

This suit is both a motion capture and a haptic suit, it features 12 full-body tracking points and 72 haptic points. It is compatable with steam VR, Beat Saber, VR chat and has more games and virtual experiences coming soon. The price is based on having a haptic suit which is the $ 279 option or a motion capture and haptic suit which is the $ 449 option. Additionally they provide plugins for game developers for Unity and a variety of mods have been created for other games.
This is the next level of VR immersion
Cost: $ 279 — $ 449 (USD)
Channels: 72
(Website: https://www.shockwavesuit.com/pre-order)
BHaptics

An adjustable vest that features straps at the waist and ribs in the side and shoulders so it can be adjusted to fit different sizes. It feature 40 vibrotactile motors position uniformly on the inner front and back panels. It is cross platform not just between consoles and PC but also phones and tablets.

It is already integrated with a range of games such as Phasmophobia, Death Horizon: Reloaded, VR Chat and more, on their website they list both the native and modded games and experiences. Additionally they provide plugins for game developers for Unity and Unreal game engines.
Cost: $529 (USD)
Channels: 40
(Website: https://www.bhaptics.com)
OWO

The OWO Skin is as thin as a t-shirt for easy storage and travel but is customisable and utilises the visual narrative of having different designs. It comes in nine “flexible” body sizes, in different branded variation focused of particular games, in February 2024 they were selling a ‘The Crew Motor Fest’ and an ‘Assassin's Creed Mirage’ Skin design.

OWO promises that you will be able to feel 30 different in game sensation through the Skin. As well as the conventional bullet and combat sensations the Skin also allows you to feel insect bites, wind and free falling. It works with mobile, PC, consoles, and VR
Cost: 499€ — 599€ (EUR)
Channels: 10?
(Website: https://owogame.com)
Aura Interactor

Developed by Aura Systems in the early 1990s, this devise utilised “…electromagnetic actuator technology…” which was developed by Aura themselves, “…to convert low frequency audio information into vibrations…” to provide a form of haptic feedback in games and playable experience. The device was designed to be compatible with only two consoles, the 1992 Super NES and rhe c.1990 Sega Genesis, Although it was also possible to attach it directly to a TV or Speaker .
While it would be challenging, though not impossible, to integrate this hardware with the Unity or Unreal engines I decided to include it in the list as one of the early forms of haptics in gaming. It also serves as an interesting example of how, through the development of technology, the ability and desire to also experience a softer experience, like wind or rain has become a more prevalent. Modern haptics aiming to create an immersive experience need now to be able to mimic combat interactions, while also providing an experience of the subtle elements environment and weather.
Cost: $100
Channels: ?
(Website: https://www.computinghistory.org.uk/det/17497/Aura-Interactor-Virtual-Reality-Game-Wear/)
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Please take the time to check them out yourself and look at the gloves and body mounted accessories for arms and legs, which were not directly relevant to what I am interested in, but are interesting if you are intrigued or curious about the haptic industry.