Flight Simulator Offers Bird's Eye View
An immersive, full-body simulator takes a different approach to virtual reality. Continue reading →
For more than a year now, Swiss artist and inventor Max Rheiner has been literally flying around the world, inviting others to virtually fly around the world.
Rheiner is the one of the creators of the unique virtual reality experience called Birdly, which occupies a notional space somewhere between art, technology and dreams. Birdly is a full-body VR flight simulator designed to let users experience, in wakefulness, the universal dream of flying.
It works like this: Users put on a VR headset and climb face-down onto a motion platform table, with arms outstretched like a bird in flight. Force-feedback platforms under the hands and arms act as wings, letting users control their flight but also experience simulated wind resistance. A front-mounted fan blows air at the appropriate angle, further reinforcing the haptic illusion of flight.
Meanwhile, inside the VR headset, visual feedback is provided by hyperdetailed, high-resolution 3-D video. You might be flying over New York, or San Francisco, or an African desert. Visual and aural cues are precisely linked to the motion platform table. Bank to the left, and your body banks as well. Swoop into a dive and the table leans forward.
The effect is similar to arcade-style VR rides, except that the user is fully in control of the flight. But also, by all accounts, Birdly provides a whole new level of coordinated VR precision. The experience has been designed from the ground up, as it were, to be intuitive and effortless - to feel like flying in a dream.
Rheiner and his team have already built up an enormous amount of interest with Birdly, which began as a design research project at the Zurich University of the Arts in Switzerland. The team has been touring around the world ever since, presenting Birdly at high-profile art spaces, film festivals and tech conferences.
Plans are in the works to manufacture and sell Birdly as a commercial device - no word yet on pricing - and also to develop potential therapeutic and medical applications. Pretty fly.
Today's etymology trivia: The term haptics is derived from the Greek haptikós, meaning "able to grasp or perceive." In digital terminology, it refers to the use of tactile sensations or sense of touch as a way to interact with electronic devices. Haptics is a busy area of research and development just now, particularly with interface design, virtual reality applications and mobile devices. Here we touch on some recent development. See what we did there? Above: The
, or HUG, was developed at the German Aerospace Center. It has two light-weight robot arms that, when engaged, give the wearer tactile and force-feedback sensations. It was designed for training programs for astronauts, mechanics and people needing limb rehabilitation.
Apple's most recent would-be game-changer, the iWatch, incorporates the company's new Taptic Engine technology, which uses precisely tuned electromagnetic oscillations to approximate the sensation of a tap on your wrist. Apple has also embedded the tech in new MacBoom trackpads, which produces the feeling of a mechanical click on a stationary piece of glass.
A recently filed
from Apple suggests that the company is just warming up, so to speak. Titled "Touch Surface for Simulating Materials," the patent describes a process by which haptic actuators would be combined with temperature-changing surfaces. For instance, an image of steel would feel cold and smooth, but wood would feel warm and grainy.
With virtual reality devices like the Oculus Rift on the horizon, haptic technology is ramping up quickly as a way to supplement the VR experience. The
gaming glove, designed by a team at Rice University, uses a system of small inflatable air bladders to approximate touching, pressing or gripping a virtual object.
Air is often the medium of choice in many haptic systems. The
device, developed at Disney's research labs, projects a vortex or ring of air which can travel relatively long distances while retaining its shape and speed. The vortex collapses upon striking the user's skin, creating a tactile sensation.
The British company
, affiliated with the University of Bristol, is developing several technologies that use ultrasound to project tactile sensations through the air. The idea is to create ultrasonic virtual objects -- like control knobs and panels -- that can be manipulated without any physical contact at all.
One of Ultrahaptics many areas of research involves combining ultrasound with visual and audio elements to create haptic holograms. Using motion sensors, the system tracks the exact position of your hand and directs ultrasound to approximate basic shapes, like a sphere or cube. The visual elements are digitally inserted in the image above -- the technology for freestanding visual holograms isn't quite here yet. But you get the picture.
The University of Sussex recently published results on a
that explored some of the psychological aspects of haptic design. According to the study, certain tactile cues on the hand can trigger or reinforce particular emotions. For instance, sharp bursts of air to the area around the thumb generate excitement, and slow stimulation of the pinkie causes sadness. Who knew?
Some new initiatives in haptics aren't that high-tech at all, but rather take advantage of existing mechanical systems like the "rumble" motors in game console controllers. Google Play recently announced a new section of games that provide haptic feedback in mobile games as well, using your phone's vibrate function. With Angry Birds, for instance, you can feel the tension of the rubber band, or the crash of the falling structures.
Artists have been incorporating haptic elements in their work for centuries, particularly in areas like sculpture and textile art. But technology has opened up new vistas for art you can touch -- consider the intriguing idea of
. An ongoing project at the University of Edinburgh is even exploring ways to bring
to non-sighted audiences using tablets.
For those interested in a truly comprehensive haptic experience, the U.K. company Tesla Studios is hoping to bring their
to market later this year. Designed to be compatible with the Oculus Rift and newer game console systems, the Tesla is billed as a full-body suit with haptic feedback gloves, vest and trousers. Yes, haptic trousers. And we're not even going to mention the contemporary phenomenon known as the