Microsoft Research Demonstrates VR Controller Prototypes With Unique Haptic Technology

Could vibration motors eventually make way for general-purpose force feedback in future motion controllers?

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Microsoft Research has devised two novel methods for more realistic haptic feedback on virtual reality controllers. They call it NormalTouch and TextureTouch.

Haptic feedback in general-purpose controllers has been limited to vibration feedback since the introduction of the Rumble Pak for the Nintendo 64 in 1997. Vibration motors come in all shapes and sizes, the most popular being the Eccentric Rotating Mass (ERM) motor, found most modern gamepads. Mobile phones often use very small ERM motors, or. more recently, linear actuators. Linear actuators tend to offer more haptic ‘detail’ and responsiveness, as can be found in Apple’s ‘Taptic Engine’, the HTC Vive controllers, an the Oculus Touch controllers. While vibrations as haptic feedback is the current state of the art in the consumer realm, limitations remain.

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Tactile feedback has proven to be effective across a wide variety of applications, but if you’re looking for significant force or resistance in your haptics, you need kinesthetic feedback. This is commonly available through force-feedback controllers, which tend to be designed for a specific task, such as joysticks for flight/space simulators, and wheels for driving simulators. The wealth of powerful haptic hardware on the market is one of the main reasons why flight and driving simulations are already so effective in VR. The closest product to a general-purpose kinesthetic controller is probably still the Novint Falcon, first shown in 2006, but this is also fairly limited, as it needs to be attached to a desk.

Microsoft Research’s new experimental controllers bring kinesthetics into the VR space, offering two types of force-feedback applied to fully-tracked motion controllers. NormalTouch uses three servo motors to operate a small disc with tilt and extrusion movements, and TextureTouch uses a bank of 16 servos to operate a 4×4 pixel array of small blocks that move up and down to correspond to virtual shapes and structures. The result is a feeling of physical resistance as you drag your finger across a virtual shape, with enough fidelity to actually convey a sense of touch and an understanding of an object’s form and texture.

In both controllers, the feedback surface acts on a single finger or thumb, which may limit the practical use cases. But the key point is that this type of feedback is normally the domain of dedicated devices, elaborate gloves, or exoskeletons, whereas Microsoft Research’s designs are based on a normal handheld controller, which Michael Abrash, Oculus’ Chief Scientist, recently suggested could remain the standard input for VR for decades to come.

Texture is one thing, but offering real resistance (where the virtual world can push back on you) is still a pipe dream however, as there is nothing preventing the user from clipping through objects with today’s VR controllers. But with more realistic haptics, the desire to clip through something is reduced, in the same way that more realistic VR visuals often prevents people from trying to walk through virtual objects.

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In their testing, the Microsoft Research team developed a ‘penetration compensation’ technique, that made it appear that the user’s hand was not clipping, by decoupling them from the real tracking location. The finger is the most sensitive part of the hand to kinesthetic feedback, so this is effective, although it remains to be seen how this haptic-visual mismatch could work in a less controlled environment.

The research group’s findings are promising even at this early stage. Three tests were run—targeting accuracy, tracing accuracy and fidelity assessment—and both controllers were used, comparing them to vibration-only feedback and visual-only feedback. Both new haptic feedback techniques demonstrated advantages over vibration and visual only tests, despite some of the limitations of the prototypes causing issues.

The designs can no doubt be improved dramatically in terms of ergonomics, range of movement, responsiveness and detail, but already testers reacted positively to the heightened sense of touch. It was noted that the fact it’s already effective demonstrates the overriding power of the visual system, and that perhaps fully detailed or accurate feedback isn’t too critical, as the visual system automatically makes the corrections.

texturetouch-haptic-controller-prototype

Perhaps the toughest challenge of this project is in improving the physical design. Any device with a large number of mechanical parts always comes at a cost, usually in the form of weight and noise, and that’s certainly the case here. If this technology was utilized for a consumer product it would need to get smaller while staying quiet and reliable. It’s an area of research that is worth pursuing further, but it’s unclear at this stage how likely these prototype haptic technologies are to find their way into a real product.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • Mane Vr

    smh I am lost with y people are in a rush to make the thing that we plan to use to get away from real life more like real life

    • Deshawn

      rns, i just want dragons and dinosaurs

    • Cl

      Because its for virtual reality. Its meant to be realistic, but in a virtual world. Your question is like asking, why make virtual reality headsets or motion controls at all? Its for immersion.

      There is alot you can do and alot of experiences you can have in virtual reality that you cant in real life or on a monitor.

      I think this haptics look really interesting.

    • David Herrington

      Virtual reality isn’t “getting away” from real life. Examples of activities that take away experiences and try to get away from life are doing drugs and sleeping. VR doesn’t take away. VR gives. It provides different experiences we would never have or that are difficult to have in real life. VR makes life better (or at least tries to).

    • Mario

      It’s no more a “get away” from “real life” than movies/texting/internet/gaming and so on.

      The point of things like this is to further improve the immersion of VR. That’s the whole point. What you’re doing here is equivalent of saying “what’s the rush to push for 1080p quality? HDTV’s just released, it’s like they just want to escape reality”.

      VR will never replace nonVR, no matter how much people wish that to be.

    • Jorge Curiel

      Cause you need to get “closer” to the virtual world in order to effectively get away from real life.

      • aloof

        yes. you’re absolutely correct. And I’m happy for you that your real life is so fulfilling and beautiful that you can sit here and look down upon those of us who would like to escape this bitter reality.