Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (2024)

You cannot pet a dog in Meta’s new, high-tech virtual reality gloves. But researchers are getting closer.

Meta (formerly Facebook) is known for its high-profile moves into virtual and augmented reality. For seven years, though, it’s been quietly working on one of its most ambitious projects yet: a haptic glove that reproduces sensations like grasping an object or running your hand along a surface. While Meta’s not letting the glove out of its Reality Labs research division, the company is showing it off for the first time today, and it sees the device — alongside other wearable tech —as the future of VR and AR interaction.

At a simplified level, Meta’s haptics prototype is a glove lined with around 15 ridged and inflatable plastic pads known as actuators. The pads are arranged to fit along the wearer’s palm, the underside of their fingers, and their fingertips. The glove also acts as a VR controller. The back features small white markers that let cameras track how the fingers move through space, and it’s got internal sensors that capture how the wearer’s fingers are bending.

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (1)

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (2)

When you put on the glove and enter a VR or AR experience, a sophisticated control system adjusts the level of inflation, creating pressure on different parts of your hand. If you’re touching a virtual object with your fingertips, you’ll feel the sensation of that object pressing into your skin. If you’re gripping a virtual item, the long finger actuators will stiffen, creating a sensation of resistance. These sensations work alongside visual and audio cues to produce the illusion of physical touch.

The tech draws on the relatively new field of soft robotics, replacing bulky motors with tiny air valves. Meta has been working on it nearly since it acquired the Oculus VR startup in 2014. It developed its first prototype — one finger with a single actuator — in 2015.

Reality Labs has been working on this prototype for years

One of the first experiences that Reality Labs head Michael Abrash recalls was looking at a virtual plate from inside a VR headset — where a single actuator, combined with the virtual image and the sound of rubbing the rough ceramic, was incredibly convincing. “I saw the plate, and I saw my finger on the plate, and I heard the sound — that kind of scraping sound across it — and I felt the vibration,” he says. “And I will tell you, I was running my finger over a ceramic plate.”

Simulated touch isn’t an entirely new phenomenon. Even combining VR with something as simple as controller vibrations can make people feel more like they’re touching something, and many companies have worked on wearables that either track users’ hands or provide haptic sensation. Some even integrate temperature sensations, which Reality Labs isn’t prioritizing.

But Meta is poised to mass-market haptic gloves in a way other companies can’t. Most haptics device makers sell specialized products for military, industrial, or academic institutions. By contrast, Meta produces the dominant consumer-oriented Quest VR system and is putting billions of dollars toward building a “metaverse” that integrates VR and AR. If it launches a haptic glove system, Meta can guarantee the system will work on the Quest and encourage app developers to use it.

Reality Labs imagines gloves being one of multiple controller methods for future glasses and headsets, alongside more lightweight solutions built on electromyography or EMG —a system that reads nerve signals on your arm and translates them into digital input. Meta acquired EMG wristband company CTRL-Labs in 2019, and the EMG team works separately from the haptic design team, although the two technologies could easily overlap.

“[Doug] Engelbart and Xerox PARC are the only time that fundamentally the way we interact with the digital world has ever changed,” Abrash says — referring to the invention of the mouse and the Alto desktop computer design in the 1970s, something that helped set the course of modern personal computing. “AR glasses are going to require that to happen. You’re not going to walk around with a keyboard and mouse. You’re not going to be taking out your phone to interact with it.” For some tasks, you might want a simple wristband. For others, you’d want fuller tactile sensations.

There are still many barriers to producing consumer-ready haptic gloves, though.

“With garments in general, we expect them to be washable”

On one hand, the team wants to dramatically increase glove actuator density, going from tens to hundreds or even thousands within a few years. Right now, the gloves can offer a sense of objects’ contours, but not fine distinctions between surfaces — it relies instead on the suggestive power of audio and images. “You could pet a dog, but you wouldn’t feel the texture,” says Reality Labs engineer Katherine Healy. “You need high-density actuation to be able to really get that sensation, and this glove does not do that.” Meta might not be prioritizing something as specific as fur, but it wants to produce more broadly high-quality sensation.

On the other hand — or more literally, the same hand — the gloves need a dramatic size reduction. Meta’s prototype is svelter than something like a ‘90s Nintendo Power Glove, but that’s not saying much. Healy says the device needs to be light enough that people feel like they can normally interact with the real world as well as the virtual one, and it needs to go fully wireless, rather than relying on a tether like it does now.

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (3)

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (4)

To make things even more complicated, haptic gloves need to fit precisely against wearers’ skin. That could require designing differently fitting versions for each buyer, possibly through a process like 3D knitting, which can produce an object of clothing from a custom-sized digital design. Then there are practical questions like how to clean a high-tech glove — right now, it’s carefully wiped down with alcohol. “With garments in general, we expect them to be washable,” says Healy. “We would love to be able to create a glove that could be washed. How? We don’t know yet. But that’s part of our vision.”

If the gloves are commercialized, they’ll face the same privacy and security challenges as other wearables that collect biometric information. Abrash compares using technology like EMG wristbands to typing on a keyboard, something that’s rarely described as a potential threat. But wearable technology can analyze people’s physical motion at a fine level, while even basic typing patterns can predict the onset of diseases like Parkinson’s. Meta will need to establish policies governing how much of that data leaves users’ devices and who else has access to it.

“There’s a new physics where nothing is solid on a large scale”

For now, the team is just trying to work out how real is real enough for VR touch. “One of the interesting things about haptic gloves is that obviously we can’t reproduce reality exactly, which is different from audiovisual stuff,” says Abrash. A super-dense screen could be almost distinguishable from a real image, and a sound wave could capture the sensation of hearing somebody speak. But Meta can’t realistically make a glove that will stop your hand from going through a virtual table. Instead, it has to find the point where you’ll suspend disbelief and accept that the table is there, even if it objectively feels more like jello than hard wood. “There’s a new physics where nothing is solid on a large scale.”

And as for the dog? “It seems likely to me that if the haptic gloves work out, you’ll be able to pet a dog, but it will be a virtual dog and it will be a slightly different experience,” says Abrash. “But basically — emotionally, experientially —it will feel as real.”

Meta’s sci-fi haptic glove prototype lets you feel VR objects using air pockets (2024)

FAQs

What do VR haptic gloves do? ›

Haptic VR gloves will make you feel as if you are touching 3D objects by providing haptic feedback when touching an object in a 3D environment.

Is there a VR where you can feel things? ›

Haptic tech represents the next level of virtual reality—allowing users to finally be able to feel the things they see represented on their VR/AR headsets. While companies like Meta have attempted to replicate these sensations through things like vibrations in their Quest controllers, it's a far cry from the real deal.

How can you feel things in VR? ›

Three advanced haptic feedback technologies in a wireless compact design
  1. Active Contact Feedback: Sense virtual objects through your palm.
  2. Force Feedback: Experience the feeling of object size and stiffness.
  3. Vibrotactile Feedback: Feel impacts and vibrations.

How much are meta haptic gloves? ›

There's also the issue of price points: Meta's Haptic Glove is estimated to cost around $15,000, while HaptX's G1 sets owners back $6,000 alongside a $500 per month support fee.

Are VR gloves real? ›

VR gloves are used in corporate, research, and software development. They are highly beneficial for simulated training in the automotive industries, manufacturing, and mining. Workers can immerse themselves in real-life, high-risk scenarios without exposing themselves to danger.

What are the disadvantages of haptic gloves? ›

Haptic technology has some drawbacks and limitations. Technical limitations can impact the accuracy of haptic feedback. Implementing haptic technology can be costly. Providing realistic tactile feedback can be challenging.

Does VR feel realistic? ›

Yes. You can walk, bend over, and even lay down on the floor while your headset tracks your movements. It truly feels like you're in a . You enter the simulation and suddenly you're in a digital room, that feels real: your actions are still yours and you can move around as you would in real-life..

Is VR bad for Derealization? ›

“What our study shows is that half an hour of VR use can induce mild symptoms of depersonalization and derealization, which, however, do not reach clinically significant levels and are only evident directly after VR use.”

Does VR strain your eyes? ›

Virtual reality headsets can cause eyestrain and blurry vision. In rare cases, they can also make it difficult to focus on objects in the real world. This is usually temporary and not a cause for alarm. Sometimes, using VR may induce dizziness, dry eyes, and other uncomfortable feelings.

What is phantom sense? ›

The phenomenon where various sensations other than sight and sound (which are originally not supposed to be felt) are pseudo-perceived during virtual reality experiences, is commonly referred to as "VR sensation" or "phantom sense."

Is phantom touch real? ›

Summary: Researchers discovered a 'phantom touch illusion' in virtual reality (VR), where users feel sensations without physical contact. This study, involving 36 volunteers, demonstrated that participants experienced a tingling sensation when virtually touching their bodies.

What does a phantom touch feel like? ›

All but four of the subjects reported a tactile sensation when touching parts of their hand with a virtual stick. The sensation was usually described as “tingling/static/prickle/electric” or “like wind passing through the hand” (see Fig.

What can haptic gloves do? ›

When activated, it provides real feedback about the tactile sensation of holding a virtual object. Feedback includes temperature, weight, the size (diameter) of the object, and visual feedback will be provided using a Matlab interface.

Is Meta VR headset worth it? ›

The Meta Quest 3 is the best mainstream VR headset currently available thanks to its improved passthrough experience from the Quest 2, rich catalog of games and services, and near-untouchable performance at the $500 price point.

What is the best haptic glove? ›

If you're looking for haptic gloves perfect for creating metaverse and VR content, Manus Prime's Mocap Metagloves are a great solution. Designed more for granular gesture tracking than sensory stimulation, these gloves feature quantum-tracking technology with fingertip-tracking sensors.

What does a VR haptic suit do? ›

Haptic feedback system provides users with realistic sensations and a sense of touch in VR/AR using electro muscle stimulation. Motion capture system records and tracks body position and movements which creates a digital representation of the user.

What is the benefit of haptic? ›

Haptic feedback offers a number of advantages to the user. Its main purpose is to improve the user experience by adding the element of presence, providing tactile feedback, and ramping up accuracy at the same time.

What are the benefits of gamer gloves? ›

Gamer gloves can enhance grip and control, reduce sweat and moisture, improve comfort and ergonomics, increase gaming endurance, and protect against repetitive strain injuries. However, not all gloves provide all of these benefits, so be sure to read descriptions and reviews.

How do haptics work in VR? ›

Haptic feedback is a type of touch technology that provides simulated physical feedback, such as the vibration of the keyboard in a smartphone. When used with virtual reality devices, haptic feedback allows the user to touch and feel something in the virtual environment that is not in the real world.

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