Former Microsoft Senior Researcher Dr. Hrvoje Benko gave a talk entitled ‘The Future of AR Interactions’ at the International Symposium on Mixed and Augmented Reality (ISMAR) conference in October. This week the talk was uploaded on the ISMAR YouTube channel.
Dr Benko had worked at Microsoft since 2005, but moved to Facebook Reality Labs (formerly Oculus Research) in late 2017. He now leads the human computer interfaces (HCI) division there.
A Great Display Is Not Enough
A core point that Benko stressed multiple times during the talk is that a great AR display in itself is not good enough — a new input paradigm that takes advantage of spatial computing is needed.
Benko used the example of smartphones with large displays that existed before the iPhone but lacked a multitouch input interface. He pointed out how Hololens and other current AR devices unsuccessfully try to use existing input techniques.
Finger Tracking Is Not Enough
Benko explained that while finger tracking technology is rapidly progressing, humans don’t often interact with empty air — we interact with objects. The only time we tend to use our hands in empty air is when gesticulating during speech.
The lack of haptic feedback with only finger tracking, he claims, is jarring, and is unlikely to be the basis of future interfaces.
Surfaces May Be The Key
Benko pointed out that mixed reality interfaces could leverage the already existing surfaces in the environment to provide real haptic feedback.
Menus could appear on the nearest table or wall, and your fingers could manipulate the virtual UI elements on these surfaces.
This obviously requires a very advanced sensor system with a precise understanding of all the major objects in the room, as well as almost perfect finger tracking.
‘Haptic Retargeting’
Microsoft Shows New Research in Haptics With ‘CLAW’ VR Controller Prototype
![image courtesy Microsoft](https://i0.wp.com/roadtovrlive-5ea0.kxcdn.com/wp-content/uploads/2018/03/claw-microsoft22-341x220.jpg?resize=341%2C220&ssl=1)
As VR display resolutions become more packed with pixels and new controller types such as Valve’s Knuckles dangle tantalizingly in front of us, one thing that often goes overlooked is haptic feedback. There are plenty of companies out there working to help define the first real haptic standard outside of tiny vibration motors seen already in VR motion controllers, and now it appears Microsoft can be counted among them with their newly revealed CLAW controller prototype.
CLAW, Microsoft describes in a recent blog post, is a handheld VR controller designed to “augment the typical controller functionality with force feedback and actuated movement to the index finger.”
With it, Microsoft researchers say it mimics the feeling of grasping virtual objects, touching virtual surfaces, and depressing triggers. Microsoft researchers say it also changes its corresponding haptic configuration by sensing the differences in the user’s grasp.
The prototype contains a servo motor coupled with a force sensor, which imparts force on the index finger during grasping and touching. Using HTC’s Vive Tracker for positional tracking, the prototype also incorporates a vibrating actuator at the index fingertip to mimic virtual textures. While somewhat less exciting in its implications, CLAW can also reconfigure to a trigger mode that delivers haptic force feedback to simulate pulling a trigger on a gun.
Microsoft researchers carried out two user studies, detailed in the full research paper. The first study, researchers say, “obtained qualitative user feedback on the naturalness, effectiveness, and comfort when using the device,” while the study details the ease of the transition between grasping and touching when in use.
Microsoft’s CLAW may not be the foundation of a new haptic controller standard, but to its credit, it does reduce the complexity of 5-finger setups considerably by focusing solely on the index finger. While it’s clear that force feedback and a buzzing actuator on a single finger isn’t what we’d call anywhere near ‘complete’, it’s certainly a step in a different direction.
The post Microsoft Shows New Research in Haptics With ‘CLAW’ VR Controller Prototype appeared first on Road to VR.
Liveblog: VR World Congress 2017 – “Virtual Futures Track: Perception = Reality”
VRFocus is back for our second day at this year’s VR World Congress (VRWC), set to be another packed conference with over 2000 attendees from across the globe representing all fields of virtual reality (VR) and its related industries to Bristol in the UK. Crammed full of talks, experience, software and hardware. With representatives from Microsoft, Leap Motion, IBM, AMD, the Royal Opera House, Samsung, Ultrahaptics, Oculus Story Studio, the BBC and many more in attendance.
VRFocus will be bringing you content throughout today. Next up is Hrvoje Benko of Microsoft Research: “Hrvoje will showcase how recent advances in sensing and display technologies make it possible to manipulate user’s perception in surprising ways.”
Your liveblogger for the event is Peter Graham.
Join us throughout the day on VRFocus for more for more liveblogs and stories from VRWC and, of course, the world at large,
Experimental Controllers From Microsoft Research Offer A New Way To Feel Objects In VR
We’re eager to go hands-on with Valve’s new prototype Vive controllers, but these new experiments from Microsoft’s Research division might be even more exciting.
These ‘High-fidelity 3D Haptic Shape Rendering on Handheld Virtual Reality Controllers’, named NormalTouch and TextureTouch, were designed by Hrvoje Benko, Christian Holz, Mike Sinclair, and Eyal Ofek. They’re also position-tracked, though the title is long enough already. The first controller features a platform not dissimilar to analogue sticks seen on a gamepad. Rather than you pushing the stick around to move in a game world, though, the stick rises, lowers and tilts based on surfaces and objects you’d interact with in the virtual world.
As you can see in the video, if you were to run a finger along a table, the stick would remain flat, but when your hand travels over an object it adapts to replicate that change. As a finger passes over a ball the stick tilts and moves with your hand, simulating the curved shape of the object. What’s more, force feedback allows users to test the stiffness of surfaces and prevent your hand passing through an item, meaning you could apply more force to a balloon with less resistance than you would a block of concrete, for example. It can even be used to push objects.
TextureTouch, meanwhile, uses a 4×4 matrix of actuated pins to better replicate the surface of objects, applying feedback as you drag your hand across. The prototype’s creators have tested the controllers, and published their findings online. Using these controllers produced better ratings in tasks like tracing a virtual object with a finger than controllers that used VibroTactile feedback or simply relying on visual feedback.
There’s no denying these are intriguing solutions to VR’s current feedback problem, though they’re far away from any sort of consumer implementation. For now, the best we have its the vibration feedback provided by the Oculus Touch and HTC Vive wands.
File these controllers away with other interesting experiments, like Oculus Research’s haptic feedback prototypes.
Microsoft Research Demonstrates VR Controller Prototypes With Unique Haptic Technology
![](https://i0.wp.com/www.roadtovr.com/wp-content/uploads/2016/10/texturetouch-haptic-controller-prototype-341x220.jpg?resize=341%2C220)
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.
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.
![TextureTouch](https://i0.wp.com/www.roadtovr.com/wp-content/uploads/2016/10/textureouch-haptic-controller-prototype-2-150x150.jpg?resize=150%2C150)
![NormalTouch](https://i0.wp.com/www.roadtovr.com/wp-content/uploads/2016/10/normaltouch-haptic-controller-prototype-150x150.jpg?resize=150%2C150)
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.
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.
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.
The post Microsoft Research Demonstrates VR Controller Prototypes With Unique Haptic Technology appeared first on Road to VR.
Microsoft Research team demos tech that allows users to ‘feel’ virtual 3D objects
Microsoft Research has released footage of two prototype controllers for use with virtual reality headsets that allow users to touch and feel the surfaces of virtual objects in their surroundings.
The post Microsoft Research team demos tech that allows users to ‘feel’ virtual 3D objects appeared first on Digital Trends.