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Haptic Suit
A haptic suit (also known as VR suit, tactile suit, gaming suit or haptic vest) is a wearable device that provides haptic feedback to the body. History Aura Interactor (1994) In 1994 Aura Systems launched the Interactor Vest, conceived by Aura's VP of Audio and Video Technologies, Larry Shultz to ''feel'' sound from video games and TV shows. The Interactor was a wearable force-feedback device that monitors an audio signal and uses Aura's patented electromagnetic actuator technology to convert bass sound waves into vibrations that can represent such actions as a punch or kick. The Interactor vest plugs into the audio output of a stereo, TV, or VCR and the user is provided with controls that allow for adjusting of the intensity of vibration and filtering out of high frequency sounds. The Interactor Vest is worn over the upper torso and the audio signal is reproduced through a speaker embedded in the vest. Sales numbers are unclear, but have numbers as low as 5000 of its Interact ...
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Haptic Technology
Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word '' haptic'', from the grc-gre, ἁπτικός (''haptikos''), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. 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. All perceptions mediated by cutaneous and ...
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Video Game Accessories
A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box (minus software): one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes (AC cords and A/V cables) as well as improving the overall experience (extra controllers for more players, or unique devices like light guns and dance pads). There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those mad ...
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Ready Player One
''Ready Player One'' is a 2011 science fiction novel, and the debut novel of American author Ernest Cline. The story, set in a dystopia in 2045, follows protagonist Wade Watts on his search for an Easter egg in a worldwide virtual reality game, the discovery of which would lead him to inherit the game creator's fortune. Cline sold the rights to publish the novel in June 2010, in a bidding war to the Crown Publishing Group (a division of Random House). The book was published on August 16, 2011. An audiobook was released the same day; it was narrated by Wil Wheaton, who was mentioned briefly in one of the chapters. In 2012, the book received an Alex Award from the Young Adult Library Services Association division of the American Library Association and won the 2011 Prometheus Award. A film adaptation, screenwritten by Cline and Zak Penn and directed by Steven Spielberg, was released on March 29, 2018. A sequel novel, '' Ready Player Two'', was released on November 24, 2020, t ...
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ABC News (Australia)
ABC News, or ABC News and Current Affairs, is a public news service produced by the Australian Broadcasting Corporation. Broadcasting within Australia and the rest of the world, the service covers both local and world affairs. The division of the organisation, which is called ABC News, Analysis and Investigations. is responsible for all news-gathering and coverage across the Australian Broadcasting Corporation's various television, radio, and online platforms. Some of the services included under the auspices of the division are the ABC News TV channel (formerly ABC News 24); the long-running radio news programs, '' AM'', '' The World Today'', and '' PM''; ABC NewsRadio, a 24-hour continuous news radio channel; and radio news bulletins and programs on ABC Local Radio, ABC Radio National, ABC Classic FM, and Triple J. ABC News Online has an extensive online presence which includes many written news reports and videos available via ABC Online, an ABC News mobile app (ABC Liste ...
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Rehabilitation Psychology
Rehabilitation psychology is a specialty area of psychology aimed at maximizing the independence, functional status, health, and social participation of individuals with disabilities and chronic health conditions. Assessment and treatment may include the following areas: psychosocial, cognitive, behavioral, and functional status, self-esteem, coping skills, and quality of life. As the conditions experienced by patients vary widely, rehabilitation psychologists offer individualized treatment approaches. The discipline takes a holistic approach, considering individuals within their broader social context and assessing environmental and demographic factors that may facilitate or impede functioning. This approach, integrating both personal (e.g., deficits, impairments, strengths, assets) and environmental factors, is consistent with the World Health Organization's (WHO) International Classification of Functioning, Disability and Health (ICF). In addition to clinical practice, rehabilita ...
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Transcutaneous Electrical Nerve Stimulation
Transcutaneous electrical nerve stimulation (TENS or TNS) is the use of electric current produced by a device to stimulate the nerves for therapeutic purposes. TENS, by definition, covers the complete range of transcutaneously applied currents used for nerve excitation although the term is often used with a more restrictive intent, namely to describe the kind of pulses produced by portable stimulators used to reduce pain. The unit is usually connected to the skin using two or more electrodes which are typically conductive gel pads. A typical battery-operated TENS unit is able to modulate pulse width, frequency, and intensity. Generally, TENS is applied at high frequency (>50  Hz) with an intensity below motor contraction (sensory intensity) or low frequency ( * Over a tumor/malignancy (based on in vitro experiments where electricity promotes cell growth) * Directly over the spinal column TENS used across an artificial Artificial pacemaker, cardiac pacemaker (or other indw ...
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Electrical Muscle Stimulation
Electrical muscle stimulation (EMS), also known as neuromuscular electrical stimulation (NMES) or electromyostimulation, is the elicitation of muscle contraction using electric impulses. EMS has received an increasing amount of attention in the last few years for many reasons: it can be utilized as a strength training tool for healthy subjects and athletes; it could be used as a rehabilitation and preventive tool for people who are partially or totally immobilized; it could be utilized as a testing tool for evaluating the neural and/or muscular function in vivo; it could be used as a post-exercise recovery tool for athletes. The impulses are generated by a device and are delivered through electrodes on the skin near to the muscles being stimulated. The electrodes are generally pads that adhere to the skin. The impulses mimic the action potential that comes from the central nervous system, causing the muscles to contract. The use of EMS has been cited by sports scientists as a comp ...
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Time (magazine)
''Time'' (stylized in all caps) is an American news magazine based in New York City. For nearly a century, it was published Weekly newspaper, weekly, but starting in March 2020 it transitioned to every other week. It was first published in New York City on March 3, 1923, and for many years it was run by its influential co-founder, Henry Luce. A European edition (''Time Europe'', formerly known as ''Time Atlantic'') is published in London and also covers the Middle East, Africa, and, since 2003, Latin America. An Asian edition (''Time Asia'') is based in Hong Kong. The South Pacific edition, which covers Australia, New Zealand, and the Pacific Islands, is based in Sydney. Since 2018, ''Time'' has been published by Time USA, LLC, owned by Marc Benioff, who acquired it from Meredith Corporation. History ''Time'' has been based in New York City since its first issue published on March 3, 1923, by Briton Hadden and Henry Luce. It was the first weekly news magazine in the United St ...
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Wearable Device
Wearable technology is any technology that is designed to be used while worn. Common types of wearable technology include smartwatches and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.Düking P, Hotho A, Holmberg HC, Fuss FK, Sperlich B. Comparison of Non-Invasive Individual Monitoring of the Training and Health of Athletes with Commercially Available Wearable Technologies. Frontiers in physiology. 2016;7:71. . Wearable devices such as activity trackers are an example of the Internet of Things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technolo ...
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Interaction Design Institute Ivrea
Interaction Design Institute Ivrea (also known as Interaction Ivrea or IDII) was a two-year graduate program in the field of Interaction Design operating in the town of Ivrea, in Northern Italy. It was based in the former Olivetti Study and Research Centre, sometimes referred to as ''Casa Blu'', designed by Eduardo Vittorio in 1955. History The Interaction Design Institute Ivrea Association was founded on 16 June 2000 by Telecom Italia and Olivetti, with its headquarters in Ivrea, with the first class of students arriving in 2001. The founding director of the school was Gillian Crampton Smith until 2005. The school's mission was described in Blueprint as: :''"While following in the spirit of the CRD course, Ivrea will explore business in addition to design and technology. Crampton Smith believes that today there is an 'art' in imagining new business models, and is also aware that, partly because of their broad education, design graduates often move into strategic roles in compan ...
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