[HN Gopher] HaptX gloves provide high-fidelity touch feedback of...
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       HaptX gloves provide high-fidelity touch feedback of virtual spaces
        
       Author : PaulHoule
       Score  : 45 points
       Date   : 2024-01-19 21:29 UTC (1 days ago)
        
 (HTM) web link (www.freethink.com)
 (TXT) w3m dump (www.freethink.com)
        
       | dustincoates wrote:
       | They look interesting technology-wise, but I think we'll just
       | have to disagree on the "they look cool, too" part.
        
       | LoganDark wrote:
       | > For those hoping to add HaptX to their dream gaming rig, we
       | have some bad news for you: The company is currently developing
       | the technology specifically for industrial, manufacturing, and
       | government. While the technology has a wide range of applications
       | in these sectors, the biggest one is training.
       | 
       | I want to buy one anyway, even if it's $20,000.
        
         | ChuckMcM wrote:
         | Don't you want two? :-).
        
       | Almondsetat wrote:
       | Since this wasn't tested inside a USAF base I don't think it's
       | the "most advanced in the world"
        
         | SnazzyJeff wrote:
         | I imagine a lot of things tested at the USAF base aren't the
         | "most advanced in the world"--and frankly the assumption that
         | they would be is somewhat odd. There's only so much throwing
         | wads of cash at contractors can solve.
        
         | haptic1216 wrote:
         | Nah, HaptX genuinely is on the leading edge of this industry.
         | No one else is as advanced or has the same quality of haptics.
         | Which is why their price is so incredibly high.
        
       | nonrepeating wrote:
       | Nifty, but the article should have elaborated on the use cases.
       | It suggested that training is the biggest one, but are these
       | really a substitute for actually feeling real-world things? Seems
       | like they'd have to be almost magically precise to, say, simulate
       | the difference between quality and unacceptable fabric.
        
         | ImPostingOnHN wrote:
         | Imagine A/B testing physical user interfaces, like a cockpit.
         | Or training on all the different planes with different cockpits
         | using 1 setup.
        
         | riversflow wrote:
         | Yeah, if this article was more balanced and less sensational
         | they might have touched on(heh) how _incredibly_ sensitive our
         | sense of touch /proprioception in our fingers and hands is,
         | especially if trained[1].
         | 
         | [1] https://www.universityofcalifornia.edu/news/amazing-
         | sensitiv...
        
         | throwaway27312 wrote:
         | I work on VR, for training various types of mechanics and
         | machine operators. I've tried every handtracking/glove/touch
         | system under the sun, and tested integrating them with my
         | product when possible. I've tried the HaptX gloves at various
         | trade shows, and even had them to my office to demo their
         | newest stuff personally.
         | 
         | There is no use case for HaptX. They're not a substitute for
         | anything. They're not magically precise. They're nothing.
        
       | bane wrote:
       | I've tried these before. They use directed air onto your hands
       | hence the backpack. They do a pretty okay job at providing a
       | sense of texture. So virtual objects have a surface feeling, but
       | still no physical shape or resistance. The demo has a bunch of
       | feely textured objects you can handle: steam, dripping water, a
       | cat, a rope, etc. You still have to pretend that you "stop" at
       | the volume of whatever object as the system still doesn't provide
       | any physical resistance. Some of the demo surfaces were kind of
       | "meh" but a few, like the rope felt spot on to what a rough hemp
       | rope being touched through a glove might feel like.
       | 
       | To me the biggest problem outside of that was that the system
       | can't really provide the sense of touch of a static object. Like
       | resting your hands on the thorns of a cactus. Because it uses
       | streams of air bubbles, it has to be a continuously changing
       | surface, so rubbing your hand or finger on something works
       | better.
       | 
       | Is it more immersive? Yeah, to a point. I personally think that a
       | feedback system that let you feel the volume or shape of gripped
       | objects would be better, but these are _very_ hard problems.
        
         | jncfhnb wrote:
         | Pretty much impossible problem imo.
         | 
         | One can imagine fanciful solutions, but people tend to get hurt
         | in VR space. It would be very, very hard not injure the humans
         | in meat space with tech that is sufficiently rigid to let them
         | also physically interact with vr objects.
        
           | withinboredom wrote:
           | I'm reminded of the description in "Rainbow End?" where the
           | guy doesn't have a VR setup yet and sees people reaching out
           | and touching shapes held in the air by mechanical arms.
           | Basically, there are 'self-arranging blobs' that arrive 'just
           | in time' to your interaction, changing their tactile surface
           | to reflect what you expect. The user sees none of this, and
           | only what they see in their interface.
           | 
           | I can't imagine it working perfectly. Say, pulling a book out
           | of a shelf should have exactly zero resistance (other than
           | the force of gravity pulling the book down). Having near zero
           | latency between action and the 'tactile interface' moving in
           | exactly the right direction would be a very hard problem...
        
             | jncfhnb wrote:
             | Ok now you're running and your foot clips a rock. Think
             | fast machine. Does a blob clip your foot and cause you to
             | fall irl?
        
               | withinboredom wrote:
               | For some people, does the blob even need to be there for
               | them to trip?
        
           | vlovich123 wrote:
           | Not sure how dangerous it has to get. Just having some basic
           | motors that counteract the force you exert with a fast
           | response time probably couldn't do much damage. An
           | intelligent system to also check that you maintain your
           | balance (or only doing this seated) probably takes away a
           | bunch of risk.
        
             | jncfhnb wrote:
             | Objects in an immersive environment are not static and
             | unmoving. Guy punches you in the face. What does the system
             | do?
             | 
             | Seated is kind of stupid imo.
        
               | vlovich123 wrote:
               | Well first are you wearing just haptic gloves or are you
               | also wearing a mask? In the first case nothing would
               | happen obviously. In both cases the system should be able
               | to distinguish you exerting a force and matching a
               | counteracting force to give a sense of pressure vs VR
               | contact that can be simulated through significantly less
               | force (eg a haptic buzz).
        
           | skygazer wrote:
           | I imagine a force-feedback exo-suit that turns you into a
           | mime, but with sensation. It won't necessarily give you a
           | punch in the face, but could afford resistance and virtual
           | heft to some virtual objects, and would have been an
           | interesting scene in an Iron Man movie.
        
           | haptic1216 wrote:
           | I work on gloves like this, and that's really not what we see
           | in the real world.
           | 
           | The active force applied to the fingers is actually pretty
           | small. The geometry of a flexed hand gives huge mechanical
           | advantage. The key is a large _holding_ force. It 's easy to
           | prevent you from closing your hands further without needing
           | to actually overpower you.
           | 
           | You don't need to pull hard, you just have to be able to stop
           | hard. No real risk there.
        
         | ChuckMcM wrote:
         | See the seldon_mallow comment with the link to
         | https://www.fluidreality.com/, they do this with small devices
         | that don't need stored air. The "breakthrough" here feels like
         | the connection between the haptic array and the software, if
         | that is the case, then the implementation can be done in lots
         | of ways.
        
         | haptic1216 wrote:
         | HaptX does have a force feedback system, maybe it just wasn't
         | on that day?
         | 
         | > the system can't really provide the sense of touch of a
         | static object.
         | 
         | Yeah, that's hard because of how you perceive weight. We'd have
         | to be able to pull your forearm down relative to the elbow, and
         | that's not exactly easy to do elegantly. I've thought a lot
         | about it and haven't been able to come up with something that
         | isn't a ridiculous exoskeleton for your arms and shoulders.
         | 
         | > I personally think that a feedback system that let you feel
         | the volume or shape of gripped objects would be better, but
         | these are very hard problems.
         | 
         | I agree! It really does make the interaction more convincing.
         | I've been working on this problem for the last year or so and
         | it is indeed quite hard. But we're nearly there. Maybe this
         | year ;)
        
       | mcoliver wrote:
       | I was deep in this space for a while. For those interested in
       | digging deeper, It's a few years old but one of the better and
       | more comprehensive documents that came out at the time (2021) was
       | this one. Not sure how much has changed since then
       | 
       | A Systematic Review of Commercial Smart Gloves: Current Status
       | and Applications
       | 
       | (weblink) https://www.mdpi.com/1424-8220/21/8/2667
       | 
       | (pdf link) https://mdpi-
       | res.com/d_attachment/sensors/sensors-21-02667/a...
        
       | seldon_mallow wrote:
       | This is the real future of the space in my opinion -
       | https://www.fastcompany.com/90978057/this-groundbreaking-tec...
        
         | ChuckMcM wrote:
         | Interesting variation on the technique. From
         | https://www.fluidreality.com/
        
       | haptic1216 wrote:
       | I work for a competitor, but I do know a fair bit about HaptX's
       | system.
       | 
       | The force feedback is driven with a complex exotendon (cable)
       | system that can give dynamic resistance as well as just pulling
       | on you.
       | 
       | The tactile haptics are much more interesting. It's a grid of
       | piston actuators in several places along the palm and fingers.
       | They need the huge backpack and separate gigantic floor unit with
       | a compressor to generate the pressure required to push those
       | pistons fast and hard enough.
       | 
       | They also have their own hand and finger tracking. It's actually
       | a pretty cool system.
       | 
       | As an engineer, I respect the hell out of what they're doing. The
       | haptics really are the best thing on the market right now.
       | Unfortunately the cost is so high and the use case so narrow that
       | it just isn't worth it.
       | 
       | So far, VR haptics has really only found use in training and
       | simulation. There's real potential there, but it's a very small
       | market right now. But we do see that it genuinely does help
       | shorten training times when we convince someone to use it.
        
       | modeless wrote:
       | These are too complex and expensive for consumer use now and for
       | the foreseeable future. However there is an important application
       | where these may end up being key: teleoperation of robot hands to
       | produce training data for neural nets.
       | 
       | We will probably need millions of hours of data of robots doing
       | everyday tasks to train our neural net models. Collecting that
       | data might mean humans puppeteering robots very precisely but
       | also very quickly. Without haptic gloves, human operators would
       | be attempting tasks with no sense of touch at all, and their
       | movements would be unnatural and inefficient, ultimately
       | resulting in the trained robot moving inefficiently too.
       | 
       | Tesla has a motion capture suit that can be seen here:
       | https://youtu.be/XiQkeWOFwmk?t=33 In this video they aren't doing
       | teleoperation but in this other video demonstrating teleoperation
       | you can briefly see a hand in the bottom right corner which looks
       | like it's wearing a haptic glove:
       | https://twitter.com/elonmusk/status/1746964887949934958
        
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