Technologies
The Revelation I Got From Experiencing HaptX Is Wild
I tested gloves and buzzing things in Las Vegas to see where the future points.
 
																								
												
												
											
I put my hands out flat and loaded them into a pair of gloves loaded with joints, cables, pumps and tightening straps. All of this was connected to a backpack-size box that helped pump pressure around my fingers and create sensations of touching things. I was about to play Jenga in VR using an $80,000 pair of haptic gloves made by HaptX.
The future of the metaverse, or how we’ll dip into virtual worlds, seems to involve VR and AR, sometimes. If it does, it’ll also mean solving what we do with our hands. While companies like Meta are already researching ways that neural input bands and haptic gloves could replace controllers, none of that is coming for years. In the meantime, is there anything better than the VR game controllers already out there or basic camera-based hand tracking? I’ve tried a couple of haptic gloves before, but I was ready to try more.
I poked around CES 2023 in Las Vegas to get some experiences with devices I hadn’t tried before, and it suddenly hit me that there’s already a spectrum of options. Each of them was a little revelation.
High end: Massive power gloves
HaptX has been recognized for years as one of the best haptic gloves products on the market, but I’d never had a chance to experience them. The hardware is highly specialized and also extremely large and expensive. I wish I’d gotten a chance to see them at the last CES I attended before this, in 2020. Finally, in 2023, I got a chance.
The gloves use microfluidics, pumping air into small bladders that create touch sensations in 133 zones per hand across the fingers and palm. At the same time, cables on the backs of the fingers pull back to simulate up to 8 pounds of force feedback. Used with apps that support them, you can reach out, grab things and actually feel them.
I’ve tried lower-cost haptic gloves at home that didn’t have the air bladders but did have cables to apply resistance. The HaptX gloves are a big step forward and the most eerily realistic ones I’ve ever tried. I wouldn’t say everything «felt real,» but the poking finger-feelings I had in my fingers and palms let me feel shapes of things, while the resistance gave me a sense of grabbing and holding stuff.
The most amazing moments were when I placed objects on my palm and seemed to feel their weight. Also, when another person’s finger virtually touched mine. Another journalist was in another VR headset with haptic gloves playing Jenga next to me. We never made contact, but occasionally we shook hands virtually or gave high-fives. Our fingers touching felt… well, oddly real, like sensing someone’s finger touching your glove.
HaptX is making another pair of smaller, more mobile gloves later this year that cost less (about $5,000) while still promising the same level of feedback, plus tactile vibrations like the haptic buzzes you might feel with game controllers. I didn’t get to demo that, but I can’t wait.
While HaptX’s tech is wild, it’s meant for industrial purposes and simulations. It represents actual reality, but it’s so massive that it wouldn’t let me do anything else other than live in its simulated world. For instance, how would I type or pull out my phone? Still, I’ll dream of interfaces that let me feel as immersed as these gloves can accomplish.
Budget gloves: bHaptics’ TactGloves
At $300, bHaptics‘ yellow haptic gloves are far, far less expensive than HaptX. They’re also completely different. Instead of creating pressure or resistance, all they really do is have various zones inside that electrically buzz, like your phone, watch or game controller, to sync up with moments when your fingers in VR would virtually touch something. Strangely, it’s very effective. In a few demos I tried, pushing buttons and touching objects provided enough feedback to feel like I was really «clicking» a thing. Another demo, which had me hug a virtual avatar mirroring my movements or shake hands, gave enough contact to fool me into feeling I was touching them.
bHaptics also makes a haptic vest I tried called the TactSuit that vibrates with feedback with supported games and apps. There aren’t many apps that work ideally with haptic gloves right now, because no one’s using haptic gloves. But bHaptics’ support of the standalone Meta Quest 2, and its wireless Bluetooth pairing, means they’re actually portable… even if they look like giant janitorial cleaning gloves. The tradeoff with being so small and wireless is their range is short. I had to keep the gloves within about two feet of the headset, otherwise they’d lose connection.
The buzzing feedback didn’t prove to me that I could absolutely reach into other worlds, but they offered enough sensation to make hand tracking feel more precise, Instead of wondering whether my hand gestures had actually contacted a virtual object, I could get a buzzing confirmation. The whole experience reminded me of some sort of game controller feedback I could wear on my fingers, in a good way.
No gloves at all: Ultraleap’s Ultrasonics
Ultraleap, a company that’s specialized in hand tracking for years, has a different approach to haptics: sensations you can feel in the air. I waved my hand above a large rectangular panel and felt ripples and buzzes beneath my fingers. The feelings are created with ultrasonic waves, high-powered sound bursts that move air almost like super-precise fans against your fingers. I tried Ultraleap’s tech back in 2020, but trying the latest and more compact arrays this year made me think about a whole new use case. It was easy to make this logic leap, since Ultraleap’s booth also demonstrated hand tracking (without haptic feedback) on Pico Neo 3 and Lynx R1 VR and mixed reality headsets.
What if… this air vibration could be used for headsets? Ultraleap is already dreaming and planning for this solution, but right now ultrasonic tech is too power hungry, and the panels too large, for headgear. The tech is mainly being used in car interface concepts, where the hand gestures and feedback could make adjusting car controls while driving easier to use and less dangerous or awkward. The range of the sensations, at least several feet, seem ideal for the arm length and radius of most existing camera-based hand-tracking tech being used right now on devices like the Meta Quest 2.
I tried a demo where I adjusted a virtual volume slider by pinching and raising the volume up and down, while feeling discrete clicks to let me know I was doing something. I could feel a virtual «bar» in the air that I could feel and perhaps even move. The rippling, subtle buzzes are far more faint than those on haptic gloves or game controllers (or your smartwatch), but they could be just enough to give that extra sense that a virtual button press, for instance, actually succeeded…or that a gesture to turn something on or off was registered.
If these interfaces move to VR and AR, Ultreleap’s representatives said they’d likely end up in larger installations first: maybe theme park rides. Ultraleap’s tech is already in experiences like the hands-free Ninjago ride at Legoland, which I’ve tried with my kids. The 3D hand-tracking ride lets me throw stars at enemies, but sometimes I’m not sure my gestures were registered. What if buzzing let me know I was making successful hits?
Haptics are likely to come from stuff we already wear
Of course, I skipped the most obvious step for AR and VR haptic feedback: smartwatches and rings. We wear buzzing things on our wrists already. Apple’s future VR/AR device might work with the Apple Watch this way, and Meta, Google, Samsung, Qualcomm and others could follow a similar path with dovetailing products. I didn’t come across any wearable watch or ring VR/AR haptics at CES 2023 (unless I missed them). But I wouldn’t be surprised if they’re coming soon. If AR and VR are ever going to get small enough to wear more often, we’re going to need controls that are far smaller than game controllers… and ways to make gesture inputs feel far less weird. Believe the buzz: Haptics is better than you think.
Technologies
Live-Action ‘Call of Duty’ Movie Reportedly Being Co-Written by Taylor Sheridan
The Yellowstone co-creator will reportedly team up with Peter Berg on the Paramount film.
 
														Yellowstone, Landman and, now, Call of Duty. Taylor Sheridan, co-creator of the aforementioned hit shows, will co-write Paramount and Activision’s upcoming live-action video game adaptation, according to a report from Variety on Thursday.
Peter Berg will also co-write and direct the movie, which was announced last month. Berg previously directed films including 2018’s Mile 22, 2012’s Battleship and 2013’s Lone Survivor, while Sheridan’s movie credits include 2016’s Hell or High Water and 2017’s Wind River. Berg, Sheridan and David Glasser will produce the Call of Duty film.
Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.
Call of Duty is a first-person shooter military video game series that debuted in 2003. CNET senior writer David Lumb calls it «arguably the biggest shooter franchise in gaming, with millions of players picking up every year’s new entry to the series.»
Lumb said the franchise is known for its bombastic single-player campaigns, which feature globe-spanning plots that rival those of the Mission Impossible films. «A Call of Duty movie has a lot of material to draw from,» Lumb said.
He also noted that Berg’s direction of Lone Survivor would fit the grim military heroism of Call of Duty, while Taylor Sheridan’s spate of neo-Western films and shows could lend a frontier adventurism to the film.
«Their collective works seemingly harmonize with the jingoistic pro-military tune of Activision’s shooter franchise — which is probably a good thing for Call of Duty fans,» Lumb concluded.
A release announcing Paramount and Activision’s film deal teased that it’ll be «designed to thrill its massive global fan base by delivering on the hallmarks of what fans love about the iconic series, while boldly expanding the franchise to entirely new audiences.» It didn’t include cast or plot information.
The update follows recent news that Sheridan is leaving Paramount for NBCUniversal. Paramount did not immediately respond to a request for comment.
Technologies
US Government Urges Total Ban of Our Most Popular Wi-Fi Router
Technologies
Animal Crossing Update Adds Lego Furniture, With a Switch 2 Version Arriving the Same Day
Fans of Animal Crossing will have a reason to go back to their island.
 
														Animal Crossing fans just received a big surprise, and it’s not just a new content update. A Switch 2 version is on its way.
Animal Crossing: New Horizons will receive its first big update in three years, according to a post from Nintendo on Thursday. The update, labeled 3.0, will roll out on Jan. 15, the same day the Switch 2 version of the game will be available for purchase.
Released for the original Switch back in 2020, New Horizons was the first Animal Crossing game to come to a Nintendo console since 2008’s Animal Crossing: City Folk for the Nintendo Wii.
Nintendo regularly updated New Horizons for two years after its release, but stopped at update 2.0.6 released in November 2022. Two updates were added earlier in the year to prepare the game for playability on the Switch 2.
Animal Crossing 3.0 Update
In the 3.0 update coming on Jan. 15, a new hotel is opening. Players can help bring in guests to stay at the hotel by decorating guest rooms and dressing up mannequins to sell resort clothing.
For those who haven’t touched New Horizons in years, a Reset Service will be available. Players can have their island cleaned up, and items can be stored away or trashed for those who want a clean slate.
Players with a Nintendo Switch Online membership will have access to up to three islands, where they can explore and do as they please. These new areas are available on Slumber Island. It’s up to the player to decide how the island will look, what items or plants are on it and even which characters will be found on the island. Players can also invite friends to build it together.
New Horizons will feature special collaborations and Nintendo retro gear. Lego items will be available in the update for players to decorate their homes with or clothing to dress up their villagers with. Retro Nintendo consoles, such as the NES and Game Boy, can also be used as decorative items.
If the player has a Switch Online subscription, some classic titles such as Ice Climbers and Dr. Mario can be played via these in-game devices. There are also special items based on The Legend of Zelda and Splatoon series when players tap their amiibo from those games onto the Switch while playing.
Animal Crossing: New Horizons on Switch 2
Switch 2 owners can get in on the digital life game with Animal Crossing: New Horizons — Nintendo Switch 2 Edition. Not only will this new version come with updated graphics, including 4K resolution in TV mode, but it will also add special features that can only be done on the newest console.
One of the features is mouse controls for the Joy-Con 2. Players will be able to use the controller as a mouse to decorate indoors, create custom designs and write handwritten messages for the bulletin board.
Residents in the game can now be found by saying their name into the Switch 2’s built-in microphone while using the megaphone in the game. Multiplayer has also improved dramatically, with 12-player sessions available for those playing on the new edition, and CameraPlay is supported to allow players to see one another.
Animal Crossing: New Horizons for the Nintendo Switch 2 will be available for purchase on Jan. 15 for $65. Owners of the original Switch version of New Horizons can upgrade to the Switch 2 version for $5.
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