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Jan 11, 2024, 7:32:33 AM1/11/24
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In theory, haptic feedback can feel like anything. However, in practice the sensations available are limited, particularly in consumer devices. Different sorts of vibrations, usually felt with your hands, are the most common form of haptic feedback today.

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In practice, haptic feedback always targets a specific subset of your somatosensory system. A large number of haptic devices (from game controllers to mobile phones to our own "virtual touch" haptics) communicate solely via the receptors on your hands, for example.

When added to user interfaces, haptics is all about reducing task completion time and improving accuracy. Multisensory experiences that incorporate haptics are increasingly recognised as central to natural interaction and the next generation of UX design.

Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous, kinaesthetic and haptic.[4][5][6] All perceptions mediated by cutaneous and kinaesthetic sensibility are referred to as tactual perception. The sense of touch may be classified as passive and active,[7] and the term "haptic" is often associated with active touch to communicate or recognize objects.[8]

One of the earliest applications of haptic technology was in large aircraft that use servomechanism systems to operate control surfaces.[9] In lighter aircraft without servo systems, as the aircraft approached a stall, the aerodynamic buffeting (vibrations) was felt in the pilot's controls. This was a useful warning of a dangerous flight condition. Servo systems tend to be "one-way," meaning external forces applied aerodynamically to the control surfaces are not perceived at the controls, resulting in the lack of this important sensory cue. To address this, the missing normal forces are simulated with springs and weights. The angle of attack is measured, and as the critical stall point approaches a stick shaker is engaged which simulates the response of a simpler control system. Alternatively, the servo force may be measured and the signal directed to a servo system on the control, also known as force feedback. Force feedback has been implemented experimentally in some excavators and is useful when excavating mixed material such as large rocks embedded in silt or clay. It allows the operator to "feel" and work around unseen obstacles.[10]

In 1995, Norwegian Geir Jensen described a wristwatch haptic device with a skin tap mechanism, termed Tap-in. The wristwatch would connect to a mobile phone via Bluetooth, and tapping-frequency patterns would enable the wearer to respond to callers with selected short messages.[17]

Haptic feedback (often shortened to just haptics) is controlled vibrations at set frequencies and intervals to provide a sensation representative of an in-game action; this includes 'bumps', 'knocks', and 'tap' of one's hand or fingers.

The majority of electronics offering haptic feedback use vibrations, and most use a type of eccentric rotating mass (ERM) actuator, consisting of an unbalanced weight attached to a motor shaft. As the shaft rotates, the spinning of this irregular mass causes the actuator and the attached device to shake. Piezoelectric actuators are also employed to produce vibrations, and offer even more precise motion than LRAs, with less noise and in a smaller platform, but require higher voltages than do ERMs and LRAs.[20]

In 2007, Novint released the Falcon, the first consumer 3D touch device with high resolution three-dimensional force feedback. This allowed the haptic simulation of objects, textures, recoil, momentum, and the physical presence of objects in games.[22][23]

Air vortex rings are donut-shaped air pockets made up of concentrated gusts of air. Focused air vortices can have the force to blow out a candle or disturb papers from a few yards away. Both Microsoft Research (AirWave)[24] and Disney Research (AIREAL)[25] have used air vortices to deliver non-contact haptic feedback.[26]

Focused ultrasound beams can be used to create a localized sense of pressure on a finger without touching any physical object. The focal point that creates the sensation of pressure is generated by individually controlling the phase and intensity of each transducer in an array of ultrasound transducers. These beams can also be used to deliver sensations of vibration,[27] and to give users the ability to feel virtual 3D objects.[28] The first commercially available ultrasound device was the Stratos Explore by Ultrahaptics that consisted of 256-transducer array board and a Leap motion controller for hand tracking[29]

With the introduction of large touchscreen control panels in vehicle dashboards, haptic feedback technology is used to provide confirmation of touch commands without needing the driver to take their eyes off the road.[32] Additional contact surfaces, for example the steering wheel or seat, can also provide haptic information to the driver, for example, a warning vibration pattern when close to other vehicles.[33]

Haptic technologies have been explored in virtual arts, such as sound synthesis or graphic design, that make some loose vision and animation.[34] Haptic technology was used to enhance existing art pieces in the Tate Sensorium exhibit in 2015.[35] In music creation, Swedish synthesizer manufacturer Teenage Engineering introduced a haptic subwoofer module for their OP-Z synthesizer allowing musicians to feel the bass frequencies directly on their instrument.[36]

Tactile haptic feedback is common in cellular devices. In most cases, this takes the form of vibration response to touch. Alpine Electronics uses a haptic feedback technology named PulseTouch on many of their touch-screen car navigation and stereo units.[47] The Nexus One features haptic feedback, according to their specifications.[48] Samsung first launched a phone with haptics in 2007.[49]

For individuals with upper limb motor dysfunction, robotic devices utilizing haptic feedback could be used for neurorehabilitation. Robotic devices, such as end-effectors, and both grounded and ungrounded exoskeletons have been designed to assist in restoring control over several muscle groups. Haptic feedback applied by these robotic devices helps in the recovery of sensory function due to its more immersive nature.[56]

Haptic puzzles[57][58] have been devised in order to investigate goal-oriented haptic exploration, search, learning and memory in complex 3D environments. The goal is to both enable multi-fingered robots with a sense of touch, and gain more insights into human meta-learning.

Teleoperators are remote controlled robotic tools. When the operator is given feedback on the forces involved, this is called haptic teleoperation. The first electrically actuated teleoperators were built in the 1950s at the Argonne National Laboratory by Raymond Goertz to remotely handle radioactive substances.[67] Since then, the use of force feedback has become more widespread in other kinds of teleoperators, such as remote-controlled underwater exploration devices.

Devices such as medical simulators and flight simulators ideally provide the force feedback that would be felt in real life. Simulated forces are generated using haptic operator controls, allowing data representing touch sensations to be saved or played back.[68]

Haptic feedback is commonly used in arcade games, especially racing video games. In 1976, Sega's motorbike game Moto-Cross,[69] also known as Fonz,[70] was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle.[71] Tatsumi's TX-1 introduced force feedback to car driving games in 1983.[72] The game Earthshaker! added haptic feedback to a pinball machine in 1989.

Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. Early implementations were provided through optional components, such as the Nintendo 64 controller's Rumble Pak in 1997. In the same year, the Microsoft SideWinder Force Feedback Pro with built-in feedback was released by Immersion Corporation.[73] Many console controllers and joysticks feature built-in feedback devices, which are motors with unbalanced weights that spin, causing it to vibrate, including Sony's DualShock technology and Microsoft's Impulse Trigger technology. Some automobile steering wheel controllers, for example, are programmed to provide a "feel" of the road. As the user makes a turn or accelerates, the steering wheel responds by resisting turns or slipping out of control.

Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only interfaces.[85] Systems are being developed to use haptic interfaces for 3D modeling and design, including systems that allow holograms to be both seen and felt.[86][87][88] Several companies are making full-body or torso haptic vests or haptic suits for use in immersive virtual reality to allow users to feel explosions and bullet impacts.[89]

Intraocular lens (IOL) capture. A, IOL optic capture. A 3-piece IOL, with haptics in the sulcus. The optic is "captured" within the capsule so that the anterior capsule edge is anterior to the optic. B, IOL reverse optic capture. A 1-piece IOL with the optic in the sulcus. The optic is "captured" by capsulorrhexis so that the anterior capsule edge is anterior to the haptic.

In physiology, the somatosensory system is the network of neural structures in the brain and body that produce the perception of touch (haptic perception), as well as temperature (thermoception), body position (proprioception), and pain.[1] It is a subset of the sensory nervous system, which also represents visual, auditory, olfactory, gustatory and vestibular stimuli.

I found a solution for me.For me the problem was caused by a corroded contact of the haptic engine.The phone kept stuck in bootlop because of a broken hardware.After unplugging the haptic engine my phone instantly booted again.

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