Virtual Textures with Oculus

The Oculus Rift, released March 28, 2016
The Oculus Rift, released March 28, 2016

Earlier this year, Oculus released the final consumer version of the Oculus Rift, after much anticipation following their historic Kickstarter campaign and subsequent acquisition by Facebook. However, with Oculus currently losing the VR war to the more expensive HTC Vive, Oculus now seems to be planning to beat other players in the VR space with advanced haptics. Researchers at Oculus are currently working on a project called HapticWave, which uses a circular metal plate placed on top  of a ring of electromagnetic actuators to communicate precise haptic feedback to your hand, when placed on the plate. Continue reading “Virtual Textures with Oculus”

A Brief History of Haptic Feedback in Video Games

Picture of Fonz arcade cabinet
The original Fonz arcade cabinet

Currently, almost every modern video game console includes some form of vibrotactile feedback, but this was not always the case. As an increasing number of video games were made for computers and at-home entertainment systems, arcade game manufacturers sought ways to make their cabinet games more immersive. Though arcade controls were typically customized to each individual game, the increasing availability of video games outside of arcades placed pressure on companies to provide arcade visitors with experiences more uniquely tailored to branded game cabinets. In 1976, Sega’s game Moto-Cross (rebranded as Fonz) was the first to feature vibrotactile feedback, allowing each player to feel the rumble of their motorcycle as it crashed with another player’s bike on the screen. The control scheme was a success.

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