Good VR Podcast
When you play a game like Eleven Table Tennis you should hold something paddle-like in one hand that vibrates believably when a simulated ball collides. An open palm with a simulated ball resting on it during a serve should also provide the subtle sensation of it leaving the surface of your skin. Today, the best table tennis game in VR is played with two controllers, one in each hand. These objects feature an array of buttons with motors inside to provide haptic feedback, but as VR advances beyond the Meta Quest it’s possible ideas like a glove, watch or wristband can provide the missing part of the experience better than a second controller. At AWE in Long Beach I tried new gloves [https://www.bhaptics.com/tactsuit/tactglove-dk3/] from bHaptics that sell as a pair for $385 with 7 motors per hand — one each in the fingertips, two on the palm and one at the wrist. I spent most of my time during the demo petting a simulated cat. To better understand my experience in the weeks after my demo I joined Riverside for a conversation with the “Queen of Haptics” Ashley Huffman, who works at Titan Haptics and runs the All Things Haptics newsletter [https://haptics.substack.com/]. Titan makes the wrist motor in the new bHaptics glove. bHaptics gears its gloves toward industrial or military training and they’re able to bring the price down for this kind of equipment from many prior systems because they rely on Meta’s software-based tracking of the hands by the headset’s cameras for interaction. Nearly $400 is still a big ask for a pair of gloves, but as we look to the future I wonder if we could one day go to an Apple Store with $50 or $100 and pick up a single glove that looks a lot like a Titleist golf glove. Just three motors over the palm in a triangular formation could provide that Eleven Table Tennis serving sensation, allowing you to feel the ball move around the surface of your hand, and an Apple Watch at the wrist or perhaps a motor like the ones from Titan Haptics on the back of the hand could provide a satisfying ping sensation. That’s something I’d love to take into software like Golf+ [https://www.goodvirtualreality.com/p/ryan-engle-of-golf-on-quest-steam], Walkabout [https://www.goodvirtualreality.com/p/passport-hollywood-opens-in-walkabout], and Eleven Table Tennis. “As soon as you start trying to leverage a buzz or only a low rumble to mean something expressive, that’s where you’re hitting kind of issues,” Huffman says on the Good VR Podcast. “‘Cause you’re basically taking a dog whistle for humans and ‘let’s turn that into putting.’ No, that’s not the experience.” Huffman and I talked for 46 minutes and I edited the discussion down to 32 minutes. Listen now for a solid introduction to haptics in VR. Become a subscriber on Substack to support Good VR directly and receive most podcast episodes before everyone. You can also simply donate any amount via Stripe to support my work at Good Virtual Reality. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 [https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800] Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe [https://www.goodvirtualreality.com/subscribe?utm_medium=podcast&utm_campaign=CTA_4]
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