"Virtual haptics" technology made a major breakthrough can "deceive" the brain to get a real touch [full text]

Security Exhibition Network Technology News In 1967, French scholar Guy Debord preached in "Landscape Society", "In a society with ubiquitous modern production conditions, life itself is shown as a huge accumulation of landscapes." Virtual reality, a new form of presentation in the landscape era, has gradually penetrated into daily life, and is also changing the way of human entertainment and consumer experience.
However, what is inadequate is that the problem of "invisible to touch" has not been solved. A recent invention will hopefully solve this long-standing problem.
According to Xinhua News Agency, on May 27, the Japan Industrial Technology Research Institute invented a new "virtual haptic" technology that can solve the "invisible" problem of VR and AR technologies, and is expected to be at the end of this year or early next year. Introduce game products that use this technology.
How does "Virtual Tactile" technology "deceive" the brain?
In fact, although there have been other ways of "virtual tactile" technology, such as gloves and clothing, they all need to be put on and taken off, which is inconvenient to use.
The study concluded that the essence of "virtual touch" is to "deceive" the brain. Nakamura said in an interview that the technology is different from other technologies that previously required putting on and taking off the device. Instead, it uses a small hand-held device developed to stimulate the skin through the special vibration waves emitted by the device and send a signal to "deceive" "The brain, so that people get a variety of tactile experience.
According to a Xinhua News Agency reporter, during the live experience, the reporter saw a hand-held device the size of a small stapler: when one end is connected to a computer, you can feel a slight vibration when holding it. According to the corresponding screen displayed on the computer, holding the device to stretch back and forth, left and right, like pulling a rubber band or pressing a spring, closing the eyes is the same experience, proving that this "deception" of the brain has nothing to do with vision. When the screen displays sand or rough wallpaper patterns, gently moving the handheld device is like touching a real object.
It is reported that the inventor has applied for 29 technologies for this technology in the world. In the future, it is expected to further develop a "virtual haptic" device that can be worn on the hand like a watch, or apply it to telemedicine, robotics and automatic Driving skills, etc.
5G will detonate the development of VR, AR and "virtual touch" technology
In March this year, at the "Post MWC19 Sixianghui-Smart Connected Things" Forum held by GSMA in Beijing, Huawei Vice Chairman Hu Houkun said that cloud computing collaboration and 5G networks will detonate the development of VR and AR, and AI has also been from the past The hype has gradually become a common technology, turned into zero, and application scenarios are everywhere. "There is no doubt that 5G will create a new network environment that will spawn VR and AR applications." He also said that Huawei plans to release a disruptive VR terminal in the second half of this year.
The popularization of new technologies in the contemporary era requires at least three elements: hardware, software and networking. The deficiencies in any aspect will lead to the limitation of new technologies in the application process. This is especially true for AR and VR, where helmets, supporting software tools, and connection layers are indispensable, and only then can we actively promote the popularization of technology. The huge bandwidth requirements of the content and the rich application scenarios have put forward new demands on the network. In this regard, the white paper "Augmented and Virtual Reality: The First Wave of 5G Killer Apps" jointly produced by Qualcomm and ABI Research has long been discussed.
In the past two years, AR and VR have received great attention, and people in the industry generally believe that 5G will play an important role here. In the process of popularizing AR and VR, the advantages of 5G are mainly reflected in three aspects: higher capacity, lower latency and better network uniformity. Some applications may rely more on one aspect, but supporting three aspects simultaneously on the same network is the key to all AR and VR use cases.
According to the guidelines developed by IMT-2020, 5G will provide:
20Gb peak data rate per second
Even at the edge of cellular base station coverage, it can get a data rate of 100Mb per second
10 Mbps per square meter area
OTA round trip delay is 1 ms
Compared with the current 4G network, the data throughput has increased by 10 times, the communication capacity has increased by 100 times, and the delay is only one-tenth of the previous. Even if there are expected improvements, combined with the popularity of AR and VR in the mass market, and the competition of merchants in the quality of experience, the processing power of 4G will be significantly reduced. AR and VR can change the way content is consumed and communicated. Undoubtedly, this can help a large number of enterprises increase productivity and change their business models.
In the future application of AR, workflow assistance and "see-what-I-see" remote interaction and guidance have attracted the attention of many consumers and investors. In terms of VR, VR videos and games are favored by investors, and the number, quality and variety of content in the VR game market are constantly being improved. Both of these future scenario applications are very sensitive to network bandwidth, and any network interruption has a significant negative impact on the user experience, which also enhances the role of mobile networks in the AR / VR popularization process.
Undoubtedly, 5G will become the key support for AR / VR in scene applications. Although the existing 4G network is sufficient for some AR and VR applications, the introduction of 5G can not only greatly enhance the existing experience, but also bring new experiences. The important thing is to let more people get these experiences. Because 5G networks will greatly improve the latency of peer-to-peer networks, new applications similar to haptic networks have begun to become the focus of development. Controlling the ideal peer-to-peer network delay in the range of 10 milliseconds can push the boundaries of these networks, and can actually require the 5G target OTA delay to be controlled in the 1 millisecond range. The early exploration of remote professional applications in the enterprise field can fulfill the promise of the tactile network after development.

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